Sunday, October 1, 2023

The Psion

 

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.

No comments:

Post a Comment

The Dark Bearer

  A rival class to the Lightbringer , the Dark Bearer brings shade and gloom wherever they go. While likely a more potent class, the Dark B...