:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. The Psychic by Mario Di Giacomo [copyright 1992] Ability score minimums: STR: 3 INT: 10 DEX: 3 WIS: 10 CON: 10 CHA: 10 Races: any Max. levels: U Hit dice: 1d6+ Max. hit dice: 11 Spell ability: none Armor: up to studded leather or elven chain [optional] Shield: none Weapons: dagger, knife, dart, staff, sling, spear, bow, sword[ up to longsword /katana, but see below. Oil: yes Poison: DM's option Alignment: any, who really cares? Starting money: 3d12 after equipment costs. Weapon proficiencies: 3 initial, then 1 every 3 levels. NWP, Combat tables, Saving throws: As mage. Experience table: Level HD XP 1 1d6 1-2500 2 2d6 2501-5000 3 3d6 5001-10000 4 4d6 10001-15000 5 5d6 15001-25000 6 6d6 25001-50000 7 7d6 50001-75000 8 8d6 75001-100000 9 9d6 100001-125000 10 10d6 125001-150000 11 11d6 150001-300000 12 11+1 300001-450000 13 11+2 450001-700000 14 11+3 700001-1000000 15 11+4 1000000-1500000 Each level thereafter requires 500000 XP, and adds one more HP. Psychic Abilities: Telepathy [TP], Psychokinesis [PK], Precognition, Psychometry, Clairsentience At first level, each ability is at five percent. Add ability score bonuses as follows: Int 10-12 no bonuses 13-15 +2% on precog, TP, and clairsentience 16-18 +5% on " " " 19-25 +10% on " " " Wis 10-12 no bonuses 13-15 +2% on precog, clairsentience, psychometry 16-18 +5% on " " " 19-25 +10% on " " " Con 10-12 no bonuses 13-15 +2% on PK, precog 16-18 +5% on " " 19-25 +10% on " " Cha 10-12 no bonuses 13-15 +2 on TP 16-18 +5 on " 19-25 +10 on " Racial bonuses are expressed through ability scores. Note that only elves might be able to wear elven chain. When making the character, allow the player to distribute 10% points as he/she wishes. Every level adds an additional 10% to distribute. It is possible, but unlikely, to get higher that 100% in a category. Ability description: PK: Mind over matter, expressing itself as the simple levitation and manipulati on of objects. The strength and dexterity of these manipulations is calculated by dividing the percentage by 4. Optionally, the strength and dexterity may be separate categories. Many psychics use this skill to wield weapons in combat, however this requires a separate profiency slot, in addition to being able to fight by hand. It is possble to design weapons which can only be used psychica lly, such as the glaive from the movie Krull. Pyrokinesis also falls under this heading as follows: 5-10% can light a candle within 20' 11-25% can light a torch within 20' 26-50% can light a fire within 20' 51-75% can create small explosions (3d6) 76-100% did you ever see Firestarter? Psychometry: the ability to sense the past history of an object or area. Physic al contact is required for an object, presence only for an area. Recent impress ion can drown out older ones. 5-10% 1 day or less 11-25% 1 month 26-50% 1 year 51-75% 10 years 75-100% 100 years Precognition: Visions of the future. The possible futures are all visible, bu t the more likely futures come in clearer. Range improves with skill, but perc entage of success is rather low. [translation, did you guess right?]. For some unknown reason, it is impossible to see your own death. Range is as in psychom etry, but reversed [naturally]. Clairsentience: The ability to sense without using the physical senses. Howeve r, it is not possible to just choose a location. It is necessary to "pan" over to it. applications include 360 degree vision, blindfold vision, etc. If the player has been blinded, struck deaf, etc. this will restore the damaged sens e. If the sense was damaged from birth, no repair is possible. Sight attacks, sound based attacks, etc. may work, at the DM's discretion [I'd say yes]. 5-10% 1/4 mile radius 11-25 1 mile radius 26-50 100 mile radius 51-75 Planetary [assuming planet based cosmology] 76-100 Planar [if sight attacks work, it may also be of use to allow psychic abilities to fun ction, at 1/2 strength, in the area under scrutiny] TP: a spectrum of abilities, including empathy, ESP, brainwashing, and possessi on. 5-10% can sense emotions in 20' radius 11-20% can project emotions in 20', sense in 40' 21-30% can read surface thoughts in 20', project in 40', sense in 80' 31-40% can read "private" thoughts in 20', surface thoughts in 40' etc 41-50% can project thoughts in 20' 51-60% can plant a suggestion [as per spell] in 20' 61-70% can control inactive muscles in 20' 71-80% can force a conscious act in 20' 81-90% can completely control another mind in 20' 91-100% can possess another body in 20' The number of people affected by an ability is equal to the maxium radius divid ed by the actual radius affected. Thus a radius of 160' means that the skill c an affect 8 people in 20', 4 people in 40', 2 in 80', but only one in 160'. As this is the only skill which directly affects another person, there is a sav ing throw v. charm. Calculate the TD ( telepathy difference) by subtracting th e psychic's intelligence from the target intelligence, and use the following ta ble. TD Modifier -22_-16 Automatic fail -15_-9 -10 -8_-6 -5 -5_-4 -2 -3_-1 -1 0 0 1-3 +1 4-5 +2 6-8 +5 9-15 +10 Duration: The abilities can be used for 1 round per level, plus the following Constitution bonuses: CON 10-12 none 13-15 1 round 16-18 5 rounds 19-25 10 rounds After this the character loses one HP per SEGMENT, until either he stops using the ability, or reaches 0HP. If he stops, the HP drain stops. If he reaches 0 HP, he falls unconscious, and loses no more HP. The abilities will not functi on for one day afterward. However, the HP lost in this fashion can be regained at the same rate by resting the required time, [1 round per 6hp]. In addition one round of rest allows for one regained round of ability, up to the current m aximum. Terrain modifiers: These abilities work by tapping life energy, so the amount of living matter [ie terrain] affects the skills. Desert, Mountain, Arctic: all abilities at 1/2 percentage Steppe, Farmland, Village: standard Forest: all abilities at 3/2x Jungle: double Deep sea, underground: 3/4x Offcoast: use terrain at coast Midair [altitude greater than 1 mile], space: 1/4X Optional rules: 1) Magic detection in 20' radius, due to sensitivity. Only strength, not type of magic. 2) Healing: Can heal another at 1 HP per round, by directly feeding life energy 3) Life draining: Reverse of ability 2. Don't tell the player he can do this, let him figure it out on his own. This will cause the player to show up as evi l in a detect evil spell. 4) Psychic combat: Telepathy war. First person to fail saving throw loses. Possible multiclasses include psychic/fighter and psychic/thief. Spell use, an d any magic item that affects the body [ie ring of etherealness] is not possibl e, ever. OK there it is. Let me know what you think. Mario