Welcome to Impulsive Necromancy, a place for me to post a smattering of RPG related
writings usually.
This is the first post
in a series of converting the AD&D rule set into a GLOG ruleset, based around the Many Rats on Sticks
version of the rules.
To begin here’s my
first write up of The Psion, a keystone of the Dark Sun setting. It’s
by no means a 1:1 conversion of the class, instead taking my favorite
parts of the original class and translating it over. As well note
that while writing this class I had in mind Psionic Wild Talents,
which everyone on Dark Sun has, so a character will likely have 1 or
2 more PSP.
The
Psion
Starting
Gear: Dagger, 3 candles,
Glimmering Crystal (Break to regain 1 PSP)
Skill:
Roll (1) Philosophy (2)
Politics (3) Meditation (4) History (5) Back Alley Deals (6) Masonry
+2 PSP per template
A:
Devotion, Psionics, Mental War,
+2 Powers
B:
+1 Power, Mental Rejuvenation
C:
+1
Power, Second Devotion (+1
Power)
D:
+3
Powers
Psionics:
You gain the ability to use Psionic powers, which cost psionic
strength
points (PSP) points to use.
It takes your action to
activate a psionic power unless otherwise noted. Psychic
powers take at least 1 PSP to activate, but often more can be spent
if you wish to boost the power. The total number of PSPs spent on a
power is denoted as [PSP] and will often effect how strong the power
is – note that [PSP] is not split across the power or anything.
There is however {PSP}, noted by squiggle brackets, which are used to
augment a power. PSPs put into {PSP} do not add to [PSP].
Ex:
You have a power that reads “Deal [PSP] damage to [PSP] targets. If
you spend {1 PSP} they all turn into lizards.” If you spend 3 PSP
to activate the power, and spend 1 additional PSP to turn them into
lizards, then all 3 targets take 3 damage and turn into lizards.
While many Psionic
powers can be used on yourself or others you touch, to affect others
you must make a psychic link using the Psychic War power first. At
the start of each morning you regain all PSP points if you got a good
night’s sleep, otherwise Save per missing PSP to see if you
regained it.
You can detect strong
ambient psionic powers if you are not distracted. To learn details
about a psionic emanation roll under Intelligence.
Psychic
War: There are exactly three
known Psychic Stances, which
are used between psions fighting a mental battle. Each stance has one
weakness and one strength, thus the battle of minds never ends. You
have mastered all three stances, but now you must master their
strategy.
You
can attempt to establish one psychic link per scene for free,
additional attempts
cost 1 PSP. If they do not
know any psychic stances you establish a psychic link. Otherwise, a
psychic war begins.
The
attacker and defender each secretly pick one of the three stances and
reveal them at the same time, consulting the table below. A [+]
indicates the attacker has
advantage on their d20 roll, while a [-] means they have disadvantage
on the roll. The attacker and defender both roll a d20, if the
attacker rolls higher they break the defenses of their opponent and
establish a psychic link.
Attack \ Defense
|
Ego Precipice
|
Sublime Crown
|
Apathetic Deluge
|
Ego Precipice
|
|
[+]
|
[-]
|
Sublime Crown
|
[-]
|
|
[+]
|
Apathetic Deluge
|
[+]
|
[-]
|
|
A
defender who has a psychic
link established to them may initiate another psychic war on their
turn to push the attacker out of their mind, but does not establish a
psychic link in doing so.
You can have as many
psychic links are you want, and they last an hour as long as the
target is within 200’.
Devotion:
Pick a specific subtype of
Psionics to influence your
powers. At first level roll a d4 twice
to see what powers
you know. At second level and third level, roll a d6 to see what
power you learn. At fourth level pick three powers between your
devotion and second devotion to learn.
The
devotions are Clairvoyance, Psychokinesis, Psychometabolism,
Telepathy and Psychoportation. It’s
also said there’s
a devotion of Metapsionics, but that’s just a silly rumor.
You can learn
additional devotions from psionic power gems as a wizard can learn
spells from scrolls. You can only learn powers from your devotion
(and second devotion when you get one).
Mental
Rejuvenation: Once per day when
you are very calm (meditation, etc) or very emotional (near death
experience, betrayal, etc) you can
regain half your total PSP.
Second
Devotion: You have expanded
your psychic capabilities to a second field of psionics. Roll a d6 to
see what new power you learn from your second devotion.
PSIONIC
POWERS
Clairvoyance
While you have a
psychic link with the target you can choose one of their senses and
perceive through it for one minute. You can do this a number of times
equal to your Psion templates, then the link ends.
1.
Sense Object
C: 1+
PSP, R: 100’, T: self, D: [PSP]x10
minutes
Choose a broad material
or object such as wood, gold, food, water, but not like “my missing
gold ring” or “a statue of The Dragon”. You can sense any
examples of the chosen material in range, however at least one foot
of solid material reduces the range to 10’.
2.
Read Aura
C: 1+ PSP, R: 30’, T:
Self, D: [PSP]x10 minutes
For the duration you
can see the colorful soul auras of creatures. Vibrant emotional
creatures appear as flickering rainbows, while undead appear as
crackling black voids. By spending a moment examining an aura you can
get a sense for the creature’s current emotional state.
3.
Read The Threads
C: 1+ PSP, R: 0, T:
Self, D: 0
You may ask [PSP]
questions of the GM, usually about the outcome of possible action.
The GM can answer “weal” or “woe” (or other cryptic one word
answers), but has a 1 in 6 chance to lie to you. This ability has a
limited time horizon of about 1-3 days. By spending {4 PSP} you can
negate the chance the GM lies to you.
4.
Swap Senses
C: 1+ PSP, R: Touch, T:
One Creature, D: [PSP] Hours
Pick two of the five
senses, the target creature swaps them for the duration. This may
allow you to “see” via sound, allowing you to see even if blind
folded. You could hear sounds via smell, or taste via touch, etc. If
an attack would target one sense but you have swapped it, such as a
petrifying gaze while you are seeing via scent, you are immune to
that ability. By spending 8 PSP you can make this ability permanent.
5.
Clairvoyance
C: 1+ PSP, R: [PSP]
miles, T: self, D: [PSP]x10 minutes
You project one of your
senses to a designated location within range, ignoring any walls,
etc. For the duration you can choose to perceive via that sense at
the point. For each additional {PSP} spend you can do one of the
following: (1) Add an extra sense to the location (2) Move the
location of the power
6.
Object Reading
C: 1+ PSP, R: Touch, T:
One object, D: 0
By touching an object
you get a vision of the last strong emotional impression left upon
it. The stronger the emotional impression, the clearer the vision.
Each additional {PSP} can show you a clearer vision, or go farther
back to previous strong emotional impressions. For example a knife
used to murder someone will have a strong impression of the killer’s
rage and thus show a clear vision of the stabbing, or a bed will have
a strong impression of the person who has been sleeping there all
their life.
7.
Divination
C: 2+ PSP, T: Creature
or Object, D: [PSP]x10 minutes
When you use this power
on a psychic creature you must first beat them in a psychic war.
Choose a creature or object you know of. If it is on the same plane
as you your senses are hurled across space to scry on them for the
duration, as well as giving you a general direction towards them.
Alternatively you may specify something such as “The nearest
thri-kreen” or “The key ring of Kalak”. The power is not able
to pick up hidden information such as “The nearest traitor to the
uprising”.
8.
Genius Loci
C: 1+ PSP, R: 10’+,
T: Self, D: Concentration
This power takes 1
minute to activate, and can be maintained an additional round by
concentrating and spending 1 additional {PSP} per round, and the
range increases by 10’.
For the duration the
psioncist perceives everything within range from the smallest grain
of sand to the lurking assassin behind the wall. Even magic such as
invisibility is pierced, but this power does not extend to other
planes. Hidden magics are revealed and the true forms of creatures
are laid bare to the caster.
Psychokinetic
While you have a
psychic link with a target you can shove them 10’ in any direction.
You can do this a number of times equal to your Psion templates, then
the link ends.
1.
Levitate
C: 1+ PSP, R: 50’, T:
Creature Object, D: Concentration
You cause the target to
raise, lower or hover. It can only move vertically under this power,
20’ round. The weight limit is [PSP]x250 lbs. If you concentrate on
this power for more than 3 rounds, take 1d6 damage.
2.
Energy Manipulation
C:
1+ PSP, R: 50’ T: Self,
D: [PSP]x10
Minutes
For
the duration you can control energy, dousing or kindling fires,
heating or cooling objects. By focusing
on an object you cause
it to slowly heat up or cool down, moving the damage up or down the
dice chain (0, 1d2,
1d3, 1d4, 1d6, etc)
to a maximum of 4 steps per PSP spent.
3.
Force Pane
C: 1+ PSP, R: Touch, T:
Creature or Object, D: [PSP]x10 minutes
Create a nearly
invisible plane of force, 10’ x 10’ in any orientation. It is
twice as strong as steel. Each [PSP] allows you to draw an additional
10’ x 10’ pane, which must be within 10’ of another pane.
4.
Control Light and Sound
C: 1+ PSP, R: 50’, T:
Self, D: [PSP] minutes
For the duration you
can manipulate light and sound. While the power is active you can do
one of the following: brighten or dim light, move shadows, create
generic noises, or amplify or deafen noises. For each additional PSP
spent you can add another effect.
5.
Molecular Manipulation
C: 1+ PSP, R: Touch, T:
Object(s) D: 0+ minutes
By touching two objects
you can bond or separate them at the molecular level, fusing them
together. This connection isn’t unbreakable, just rather strong.
Alternatively the
psionicist may temporarily transmute one type of matter into another
similar type of matter for [PSP]x10 minutes.
6.
Telekinesis
C: 1+ PSP, R: 60’, T:
Self, D: [PSP] minutes
For the duration you
can telekinetically effect the world around you. You can shove
creatures [PSP]x10’ feet each turn, though they may save to half
the distance. Slower and more precise movement is also possible, with
a weight limit of [PSP] x 100’ lbs. Only one creature or object can
be manipulated at a time, and without fine motor control. A lever
could be pulled, but a small note could not be scrawled.
7.
Puppet
C: 1+ PSP, R: 30’, T:
Creature+, D: [PSP] rounds
You must have a psychic
link to use this power. Via telekinesis you can control the actions
of another like a puppet on a string. This is only physical control
not mental control, thus you cannot have them cast spells, etc. If
you would have the target do something suicidal or against their base
instincts (kill their spouse, etc) they can save to prevent the
action. For each additional {PSP} you can target an additional
creature. Controlling your target(s) takes your action each turn.
8.
Detonate
C: 1+ PSP, R: 30’ T:
Non-living, D:0
Choose a non-living
creature or object. It explodes, taking 1d10+{PSP} damage, Save half.
If it deals 10 or more damage to an object, it is usually destroyed.
When targeting a large piece of material, such as a wall, this
ability only affects a 1 cubic meter at a time.
Psychometabolism
While you have a
psychic link with the target you are always aware whenever the
target’s body is hurt or impaired, such as via a wound or drinking
poison. You can end the link to heal the target 1d8 HP or remove one
Fatal Wound.
1.
Alter Self
C: 1+ PSP, R: 0, T:
Self, D: [PSP]x10 minutes
Alter yourself to look
like another humanoid. You can also grow claws, fangs, horns, gills
and other similar basic modifications. You have fine enough control
to impersonate another if you spend [3 PSP]. This transformation can
be made permanent by spending {5 PSP}.
2.
Adaptation
C: 1+ PSP, R: 0, T:
Self, D: [PSP]x8 hours
You modify your body to
adjust to extreme circumstances. This allows you to survive without
trouble in temperatures from -20° F to
140° F. You require half rations and
water as long as you are within sunlight for the majority of the time
since you adsorb some of your needed energy from the sun.
3.
Energy Drain
C: 1 PSP, R: Touch or
50’, T: One Creature, D: 0
Deal 1d10 damage to a
creature and regain that many hit points yourself. By spending {1
PSP} and using this power on a willing creature you can transfer hit
points between the two of you as long as you are in physical contact.
To use this power at range you must have Psychic Link.
4.
Regeneration
C: 1+ PSP, R: Touch, T:
Creature, D: [PSP] rounds
Touched creature heals
[PSP] HP per round, for a total of [PSP]d6. If at least [4 PSP] is
spend, limbs and other missing body parts slowly regenerate over the
course of an hour.
5.
Monstrous Form
C: 1+ PSP, R: Touch, T:
Creature, D: [PSP]x10 minutes
You must have a psychic
link to use this on another creature. The target grows in size,
twisting into a monstrous version of itself, thirsty for blood. The
creature grows a natural attack dealing 1d6, develops natural armor
as Chain, and increases it’s size by 50%. In addition you may spend
PSP in the following manner: Increase it’s maximum health by
2x{PSP}, {2 PSP} grants it wings to fly, Increase the damage of it’s
attack by {PSP}. Other similar changes may be available but must be
negotiated with your GM.
6.
Shadow Form
C: 2 PSP, R: 0, T:
Self, D: [PSP] minutes
For the duration you
turn into a living two dimensional shadow, moving along surfaces.
Moving through patches of bright light deals you 1d6 damage per
round, but you are otherwise immune to non-psychic attacks. Neither
can you attack, you can only use non physical psychic abilities.
7.
Metamorphosis
C: 2 PSP, R: 0, T:
Self, D: [PSP] minutes
You change yourself
into any creature with approximately the same mass: A dog, a chair,
etc. Your stats remain the same save for your armor and any attacks
the new form might possess. You do not gain any magical abilities of
the new form. For the duration you may change your form up [PSP]
times, reverting to your standard form at the end.
8.
Death Field
C: 2 PSP, R: 30’, T:
Self, D: 0
When you activate this
power spend any number of hit points. All other creatures in the area
save or lose that many hit points as well. Those that succeed only
lose half as many hit points (round up).
Telepathy
While you have a
psychic link with the target you can choose to read their surface
thoughts for one minute. You can do this a number of times equal to
your Psion templates, then the link ends.
1.
Charm
C: 1+ PSP, R: 60’, T:
Creature, D: [PSP] minutes
Using this ability
requires a psychic link to be established. Target creature must save
or be charmed by you, treating you as a friend. They aren’t utterly
loyal or controlled by you but don’t wish harm to you either. You
or your friends betraying their trust (such as attacking their
allies) allows them to Save.
2.
Mental Mesh
C: 1 PSP, R: 60’, T:
Creature, D: [PSP] hours
Using this ability
against a hostile creature requires a psychic link to be established.
You and any number of creatures you choose while activating this
ability can communicate via telepathic speech for the duration as
long as you are within [PSP] miles of each other.
3.
Probe Mind
C: 1+ PSP, R: 30’, T:
Creature, D: 1 min
Using this ability
requires a psychic link to be established. You can probe into the
mind of a creature, seeing [PSP] pieces of information / brief
memories. If the creature is conscious or particularly strong willed
they may Save to resist each query.
4.
Psionic Blast
C: 1 PSP, R: 120’, T:
Creature, D: 0
Using this ability
requires a psychic link to be established. Deal 1d10+[PSP] damage to
the creature. They save to end the psychic link, with a bonus on the
save equal to [PSP].
5.
Memory Shift
C: 1+ PSP, R: 10’, T:
Creature, D: Forever
Using this ability
requires a psychic link to be established. You can blank the recent
memory of a creature, about the last 10 minutes. For each [PSP] you
can erase another particular memory. If you spend {2 PSP} you can
instead rewrite those memories. Rewriting memories requires you to be
able to be understood by the target and takes 10 minutes per memory.
Note that this power does not let you see memories, you can simply
overwrite a period of time.
The creature gets a
save to resist for each memory, unless they are unconscious. If shown
overwhelming evidence against false memories they may save again to
overcome this modification. A psion can also use this power to try to
heal modified memories, allowing another save per memory.
6.
Mind Swap
C: 4 PSP, R: Touch, T:
Two Creatures
Using this ability
requires a psychic link to both creatures to be established. You swap
the consciousness of two creatures between their bodies. They bring
their mental stats, skills, knowledge and class abilities but gain
everything else from their new form. The GM adjudicates this process
as needed.
This process takes 10
minutes. A creature who does not want to swap bodies can Save to
resist this, if either creature passes the process fails.
7.
Fate Link
C: 1+ PSP, R: 30’, T:
Creature, D: [PSP] rounds
Using this ability
requires a psychic link to be established. You and target creature
are linked mentally by fate, meaning that whenever one loses hit
points so does the other, though they can save to halve this damage.
When one creature dies, the other must save or drop to 0 HP. The two
creatures are always vaguely aware of the other and know their
general direction.
8.
Dominate
C: 3+ PSP, R: 30’, T:
Creature, D: [PSP] minutes
Using this ability
requires a psychic link to be established, though they may save to
resist. You utterly control the target creature, making them bend
their will to your commands. They are devout servants to you and do
whatever you say. If you issue a command that would be fatal to them
or go against their core convictions (killing their true love, etc)
they can Save to end the effect.
By spending {4 PSP} you
can increase the duration of this ability to 1 week. After the
initial successful use of this power on a creature, further uses only
cost 2 PSP.
Psychoportive
While you have a
psychic link you can teleport yourself up to 60’ up to the target,
even without line of sight. You can do this a number of times equal
to your Psion templates, then the link ends.
1.
Time Shift
C: 1+ PSP, R: Touch, T:
Creature or Object, D: 1 Hour
Touched creature or
object is flung ahead in the time stream, appearing at a designated
time point within the duration of the power. They effectively cease
to exist until then, at which point they reappear in the same spot.
An unwilling creature can save to resist this effect. By spending [1
PSP] the duration can be extended to 1 day. Alternatively by spending
{6 PSP} you can go back in time to the start of your turn last round.
2.
Jaunt
C: 1+ PSP, R: Touch, T:
Creature or Object, D: 0
You or an object you
touch are teleported up to 120’ to a point you can see or a
direction you choose, however you cannot teleport into solid
material. You can bring [PSP] additional creatures with you.
3.
Swap
C: 1 PSP, R: 60’, T:
Creature or Object, D: 0
Pick two targets, they
both teleport, swapping places. If either creature is unwilling, or
the item(s) are in the possession of unwilling creatures, they may
save to resist this effect.
4.
Banishment
C: 1 PSP, R: 30’, T:
Creature or Object, D: [PSP] hours
Using this on an
unwilling creature requires a psychic link to be established. Target
creature is banished into a harmless space between spaces about the
size of a room for the duration, reappearing at the end of the power.
If the targeted creature is not native to this plane they instead are
banished back to their home plane forever.
Alternatively you can
take yourself and {PSP} other willing creatures into this space
between spaces, giving you a safe respite.
5.
Summon Energies
C: 1+ PSP, R:
[PSP]x20’, D: 0
Choose a point, and
open a portal to call forth raw planar energy upon all in a 10’
radius. Each creature takes [PSP]d4 damage, and can save for half.
The usual elements you can call are fire, cold, lightning and acid.
This generally pisses off nearby elemental spirits.
6.
Teleport
C: 2+ PSP, R: Athas T:
Self and [PSP] other creatures or objects, D: 0
The psionicist and all
designated creatures and objects teleport to a chosen location that
the psionicist can visualize or knows well. They are swapped with an
appropriate amount of mass there. There is 5 – {PSP}% chance of
something going awry during this process.
7.
Planar Travel
C: 3+ PSP, R: Creation,
T: Self and [PSP] other creatures or objects, D: 0
Chose a plane of
existence that you are familiar with or have a tuning rod for. You
and all designated creatures and objects are transported to that
plane. A destination can be chosen but you are usually off target by
1d6 x 10 miles. They are swapped with an appropriate amount of mass
there.
8.
Summon
C:
1+
PSP, R: 10’, T: Planar Creature, D: [PSP]x10
minutes
Call
forth a planar entity by type or by name, and summon one of those
creatures before you. Name a task for the creature to complete, it
must do so to the letter. Once
they have finished their task they are free to do what they will,
returning to their home plane at the end of the duration of the power
or if they reach 0 HP.
Alternatively you may
spend {4 PSP} and offer to pay the creature for its service. In doing
so you extend the duration of the power until an end clause is met –
there must always be an end clause. Note that the payments of spirits
and otherworldly creatures is not the same as those of mortals.