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Jaymie's Powers

Psionics

PSPs: 40 MTHAC0: 17 MAC: 7
Devotions: 7 Sciences: 2 Disciplines: 2
Attacks: Psionic Blast (PB), Mind Thrust (MT)
Defenses: Thought Shield (TS), Mental Barrier (MB)
Powers and Descriptions

Disciplines

Sciences

Devotions

Psychokinetic (Primary)

Psychokinetic powers move objects across space using only the energy of a character’s mind.

Project Force
(psychokinetic science)

MAC: 6
PSP Cost: 10/4
Range: 200 yards
Area of Effect: Personal
Prerequisite: Telekinesis

This power allows the user to focus a psychokinetic “punch” against a target up to 200 yards away. If used offensively, this punch causes damage equal to 1d6 points plus the target’s Armor Class (negative armor classes are subtracted from the die roll). Only AC provided by actual armor is added to or subtracted from the roll—not Dexterity or magical bonuses. A successful save vs. breath weapon reduces the damage to half.

Project force can also be used to trigger traps, throw levers, open doors (not locked or latched), break windows, etc. No attack roll is needed, just the MTHAC0 roll to activate it.

Control Light
(psychokinetic devotion)

MAC: 8
PSP Cost: 6/2
Range: 25 yards
Area of Effect: 400 square feet
Prerequisite: None

This power allows the user to manipulate ambient light. He can’t create light from darkness, but he can create darkness from light. Use of control light can accomplish the following:
Deepen existing shadows. A thief hidden in such shadows receives a +20% bonus to his hide-in-shadows rolls.

· Brighten existing shadows. This reduces a thief’s hiding ability by 20%.

· Brighten a light source until it becomes blinding. Those exposed to the light receive a –2 penalty to attack rolls.

· Dim a light source. This has no effect on attack rolls.

· Extend shadows into areas that are well lit. Only existing shadows can be lengthened, increasing in size by 200%.

· Extend light into areas that are in shadow. Shadows can be reduced by 50%.

 

Telekinesis
(psychokinetic science)

MAC: 8
PSP Cost: 3+/1
Range: 30 yards
Area of Effect: 1 item
Prerequisite: None

This power allows the user to move objects without touching them. Telekinesis tends to be physically taxing, as it takes a lot of internal energy to move objects. Small objects are easy. But larger, more massive objects are significantly more difficult.

The cost listed above assumes the object being moved weighs three pounds or less. For heavier objects, use the following:

· PSP cost equals the item’s weight in pounds.

· The power’s MAC improves by a bonus equal to one-third of the item’s weight, rounded down. For example, moving a 10–pound rock requires rolling against a MAC of 5.

Telekinesis moves the targeted item up to 60 feet per round. Items moving at such a slow rate of speed don’t make effective weapons, but items weighing more than three pounds can be used to disrupt spellcasting or psionic use. The user rolls his base THAC0 score to hit, with a penalty equal to one-third of the item’s weight, rounded down. For example, if a hero whose THAC0 is 15 wants to attack a priestess whose AC is 0, he needs an 18 or better to hit her with a 10–pound rock.

Telekinesis can be used to perform very fine work, such as writing or sewing. The user must be capable of performing the work himself, and a second MTHAC0 roll (and second round of power use) is needed to complete fine work. If the hero wants to use the power to pull an item away from an opponent, use the rules for psychic contests, except that the defender uses his Strength score to decide the contest.

Cryokinesis
(psychokinetic devotion)

MAC: 10
PSP: 7/3
Range: 30 yards
Area of Effect: one object or creature
Prerequisites: none

Cryokinesis is the opposite of molecular agitation. Instead of increasing the energy of the target’s molecules to raise its internal heat, molecular motion is suppressed to lower the object’s heat. Objects may freeze, become brittle, crumble, shatter, or explode from extreme drops in temperature. The list below shows some of the possibilities depending on how long the power is maintained.

One Round: Embers and coals are extinguished, metal becomes cold to the touch, skin becomes clammy, water condenses on object.

Two Rounds: Small fires are reduced to cold embers, bone and chitin become brittle, skin becomes frostbitten (1d3 points of damage), liquids freeze.

Three Rounds: Large fires reduced to embers, metal and wood become brittle, flesh freezes (1d8 points of damage). Damage does not increase after this round, but does continue at the rate of 1d8 per round.

Four Rounds: Stone and obsidian become brittle.

Most items are not automatically destroyed by being frozen and then thawing out, but they may become more susceptible to breakage. Armor and weapons that become brittle due to cryokinesis must make saving throws versus crushing blows each time they deliver or receive blows in combat. (Thri-kreen who are struck while their chitin is brittle suffer double damage from any physical blow.)

   

Molecular Agitation
(psychokinetic devotion)

MAC: 10
PSP Cost: 7/3
Range: 40 yards
Area of Effect: 1 item, 20 pounds
Prerequisite: None

This power enables the user to excite the molecules of a substance, causing paper to ignite, wood to smolder, or skin to blister, for example. The degree of destruction is as follows, depending on the number of rounds the item is agitated:

· One round. Readily flammable materials, such as paper and dry grass, ignite; skin becomes red and tender (1 point of damage); wood becomes dark.

· Two rounds. Wood smolders and smokes; metal becomes hot to the touch; skin blisters (1d4 points of damage); hair melts; paint shrivels.

· Three rounds. Wood ignites; metal scorches (1d4 points of damage); skin burns away (1d6 points of damage); water boils, lead melts. The damage inflicted doesn’t increase beyond this round, but targets continue to suffer the 1d4 or 1d6 points for each subsequent round the power continues.

· Four rounds. Steel grows soft.

· Five rounds. Steel melts.

Magical items receive saving throws against magical fire, but a +10 penalty is applied to the number needed. The heat produced by this power is highly destructive as it comes from inside the item instead of outside.

   

Molecular Manipulation
(psychokinetic devotion)

MAC: 7
PSP Cost: 6/2
Range: 15 yards
Area of Effect: 2 square inches
Prerequisite: Telekinesis

This power allows the user to weaken an object’s molecular bonds. When stress is applied to the object or a blow is struck, it snaps. The user can create one “weak point” of approximately 2 square inches each round. Deterioration occurs across a plane (in two dimensions, not three). One round’s application is enough to fatally weaken most small objects (knives, ropes, saddle straps, bows, etc.). Larger objects require more time and are subject to the DM’s discretion.

The DM must decide how vulnerable molecular manipulation makes larger, oddly shaped items (such as doors and shields). An object need not be in two pieces to be useless. A small boat, for example, is unsafe if it has a crack in its hull.

   

Soften
(psychokinetic devotion)

MAC: 8
PSP Cost: 3/1
Range 30 yards
Area of Effect 1 object, 10 lbs.
Prerequisites none

This power resembles molecular manipulation, except that it weakens the entire object instead of small area across a single plane. The object softens overall, losing its rigidity and strength. Specific effects vary, depending on the material.

Metal: For each round of softening, weapons incur a -1 penalty to attack rolls and cause one less point of damage, cumulatively. The armor class of metal armor increases one point per round of softening. After 10 rounds, any metal becomes soft and rubbery, but retains its shape.

Wood: Like metal, weapons with wooden shafts or handles suffer a -1 penalty to attack rolls and damage per round of softening. After six rounds, wood becomes stringy and rubbery but retains its shape. After 10 rounds, the grain can be split easily and a punch can break through even the hardest and thickest doors or chests.

Stone: After two rounds, stone becomes noticeably soft to the touch. After five rounds, it can be worked like stiff clay, but this is as soft as it gets.

Magical Items: Save vs. crushing blow to escape the effect entirely.

Living Tissue: No effect.

DMs can use their own judgement and the examples above to handle other materials.

     

Psychometabolic

Psychometabolic powers affect the user’s body by altering it in some way

 

Ectoplasmic Form
(psychometabolic devotion)

MAC: 5
PSP Cost: 9/3
Range 0
Area of Effect personal
Prerequisites none

With this power a psionicist converts himself to ectoplasm, (a fine-spun, smoky substance). He becomes insubstantial, ghostlike, and able to walk through solid material as if it didn't exist. The psionicist is still visible as a wispy outline. He moves at his normal movement rate and in the normal fashion (e.g., if he couldn't fly before, he can't now).

The psionicist can also convert the following to ectoplasm: his clothing, armor, and up to 15 pounds of equipment that he's carrying.

   

Photosynthesis
(psychometabolic devotion)

MAC: 7
PSP Cost: 3/turn/1
Range: 0
Area of Effect: personal
Prerequisites: none

A psionicist can gain energy and rejuvenation from the energy of the sun by using this power. For each turn that he rests in a sunny area while using photosynthesis, he heals one hit point from any damage he may have sustained. If the psionicist maintains photosynthesis for an hour or more, he satisfies his need for one meal that day and only requires half of the water he would normally have to drink.

The psionicist must remain still while using the power, or he gains no benefit from it.

     

Defense and attack modes
Attack Modes Defense Modes

Mind Thrust (MT)

This attack stabs the mind of the defender, piercing thoughts and memories. For every 2 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d4 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 1 PSP.
Mind thrust has three ranges: short (30 yards), medium (60 yards), and long (90 yards). At medium range, the defender receives a +2 bonus to his MAC; at long range, the bonus is +5.

If used against an open mind, mind thrust causes the target to lose the use of one psionic power (chosen randomly) for 1d6 days. While no psionic defenses remain, the attacker must still roll the defender’s MAC to successfully hit (with a +2 bonus to the attack roll). This use of the attack costs 2 PSPs. Beyond opening a closed mind, mind thrust has no effect on nonpsionic minds.

Mental Barrier (MB)

This defense throws up a wall of thought to protect against psionic attack. A mental barrier is extremely effective against a psionic blast, but vulnerable to a psychic crush attack. It costs 5 PSPs to use this defense in a round.

Psionic Blast (PB)

This attack takes the form of a wave of mental force that jolts a defender’s mind. For every 10 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d12 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 5 PSPs.
Psionic blast has three ranges: short (20 yards), medium (40 yards), and long (60 yards). At medium range, the defender receives a +2 bonus to his MAC; at long range, the bonus is +5.

If used against an open mind, psionic blast causes 1d8 points of physical damage (hit point loss) for every 10 PSPs put into the attack. While no psionic defenses remain, the attacker must still roll the defender’s MAC to successfully hit (with a +2 bonus to the attack roll).

Thought Shield (TS)

This defense forms a glowing shield to turn away a psionic attack. Thought shield defends most effectively against psychic crush but is vulnerable to ego whip. The cost is 2 PSPs per round to use this defense.

   
   
 
 
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