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Vespasian's standard psionic powers, in listed order:

Clairvoyance

(clairsentient science)

MAC: 7 (base)

PSP Cost: 5/2

Range: Unlimited

Area of Effect: Special

Prerequisite: None

This power allows the user to see images from a distant location. The user picks a spot he knows, makes an MTHAC0 roll, then looks at everything he would be able to see if he were standing in that spot. The user’s field of vision is the same as normal, and turning his head allows him to scan the area.

Clairvoyance doesn’t replace normal vision. The user still sees what’s around his physical location, with the distant scene superimposed. Closing one’s eyes blocks the double vision and leaves only the distant scene. This power doesn’t enhance vision, so hidden or invisible objects remain undetected. The distant scene is visual only; there is no sound.

The distance of the viewing spot modifies the power’s MAC, as shown below.

Range

Power’s MAC

100 yards

7

1,000 yards

5

10 miles

3

100 miles

1

1,000 miles

–1

10,000 miles

–3

Interplanetary*

–5

* Clairvoyance only works within a given plane or crystal sphere.

 

Detection

(clairsentient science)

MAC: 9

PSP Cost: 8/3

Range: 0

Area of Effect: special

Prerequisite: none

Detection is the art of finding substances or items by their psychic vibrations. It can be used to dowse for water, to find lost items, or to prospect for gold. To use this power to locate a substance, the psionicist must have a sample of what he is searching for. To locate an item, he must have seen the item himself or successfully used object reading on its owner.

The initial area of effect is 30 yards, but by maintaining the power the psionicist can expand the radius of the search by 10 yards per round. At first, the character only detects the nearest location of what he is seeking, but by maintaining the power he can detect more sources at the rate of one per round, working from the nearest to the farthest.

 

Sensitivity to Observation

(clairsentient devotion)

MAC: 10

PSP Cost: 5/2

Range: 0

Area of Effect: special

Prerequisites: none

Some characters have the uncanny ability to know when they are being watched. Sensitivity to observation is a devotion that is triggered by the intense attention of another person or creature. Any time the psionicist is under suck scrutiny, he may attempt a MTHAC0 roll to see if he notices the attention. This power is always active unless consciously suppressed.

A successful MTHAC0 roll does not reveal the location of the watcher; it merely confirms the character’s suspicion that he is being observed. If the observer is using clairvoyance or clairaudience to monitor the psionicist, the psionicist may attempt to obscure the watcher’s scrying by winning a psychic contest against his watcher. If successful, the watcher cannot scry against the psionicist for 1d4 hours.

Since the player will know his character is under observation when called upon to make this check, the DM should occasionally provide false alarms or make the character’s MTHAC0 roll for him in secret.

 

Poison Sense

(clairsentient devotion)

MAC: 10

PSP Cost: 1/1

Range: 1–yard radius

Area of Effect: Personal

Prerequisite: None

This power enables a user to detect the presence of poison and identify its location within 1 yard of his body (or presence, if he uses clairvoyance or astral projection). The type of poison and how it can be negated aren’t revealed, only its presence.

 

Kinetic Control

(psychokinetic science)

MAC: 7

PSP Cost: 8/3

Range: 0

Area of Effect: personal

Prerequisites: none

This is the power of absorbing, storing, and redirecting kinetic energy. Kinetic energy is the energy of motion—the energy contained in the swing of a sword, the fall of a rock, moving water or air, an animal running, or any number of other forms. The psionicist can remove kinetic energy from one object by touch, stopping it instantly, and bestow it on another object immediately or at some point in the future.

While a psionicist maintains this power, he is immune to all physical impacts. A sword slash stops instantly when it touches his skin, arrows drop harmlessly at his feet, and monsters’ talons and fangs can’t harm him. The psionicist absorbs the damage of the blow and saves it for later use. Note that the psionicist can still be harmed by attacks that inflict their damage by contact, such as the energy-draining touch of an undead creature or the slow crushing attack of a giant python constricting its coils.

Using the stored energy requires the psionicist to make a physical attack. He can deliver any damage he has absorbed previously by touch, punches, or even through a hand-held weapon such as a sword. If he hits his opponent, the absorbed damage is added to any other damage the psionicist causes.

If the psionicist ceases to maintain kinetic control while he still has energy to dissipate, he immediately suffers 2 hit points of damage for every point of absorbed damage he did not expend. (The psionicist can make attacks on rocks, cacti, dead foes, or whatever to dissipate this energy. Item saving throws versus normal or crushing blows may apply.)

This power can’t be used to absorb damage from a fall. To do so, the psionicist would have to absorb his own kinetic energy (in this case, he is the moving object) which is something that the power is not capable of doing. This might be a valid subject for psionic meditation and research, however.

 

 

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.

 

 

Magnetize

(psychokinetic devotion)

MAC: 8

PSP Cost: 2+/1+

Range: 30 yards

Area of Effect: one object

Prerequisites: none

A psionicist using magnetize can change the magnetic orientation of a metal object, strongly magnetizing it. The power’s costs 2 PSPs per pound of metal so affected, so a four-pound long sword requires 8 PSPs to magnetize.

The effects of this power are simple: the psionicist can make the item attracted to other metal objects or repelled by other metal objects. Any metal objects within 20 feet of the magnetized object are within its magnetic influence. Metallic creatures gain a saving throw versus spells to avoid being magnetized.

In deciding how magnetism affects an object, remember that a heavier object remains stationary, while a lighter object moves toward or away from it. If a character’s short sword is magnetized and his friend standing beside him is wearing plate mail, the short sword will go flying over to stick to the armored fellow—not the other way around. A creature holding or wearing an object under magnetic influence may be given a Strength check to retain control of the item.

A character wearing metal armor can be immobilized if he fails his Strength check. Other effects are left to the DM’s imagination, but small objects such as daggers can reach impressive speeds when attracted or repelled by magnetism.

 

Momentum Theft

(psychokinetic devotion)

MAC: 7

PSP Cost: 5+/3+

Range: 30 yards

Area of Effect: one creature or object

Prerequisites: kinetic control

This power allows a psionicist to drain a target of its momentum, causing it to stop moving. The stolen momentum is dissipated harmlessly in the ground at the psionicist’s feet. Arrows, catapult missiles, and even flying creatures can be halted in mid-air and begin to fall. (Winged creatures can usually break their fall after a drop of 10 to 20 feet, however.)

Creatures walking or fighting are temporarily thrown off-balance and must make a Dexterity check to avoid stumbling and losing their action for the round. A running or charging creature must make a Dexterity check with a –4 penalty or take a running tumble for 1d4 points of damage. The victim is stunned for 1-2 rounds.

If this power is used on a falling character, it stops him instantly—and he begins to fall again. However, since his speed was reduced to 0, falling damage is only counted for the distance he fell after his momentum was neutralized.

It is hard to remove the momentum of heavy and fast-moving objects. The larger and faster an item, the more PSPs it costs to arrest its movement. It requires 5 PSPs to stop a man-sized creature (200 pounds) with a movement rate of 12, which is equal to walking at about four miles per hour. Each doubling of speed or weight costs an additional 5 PSPs, so it costs 25 PSPs to stop a charging half-giant in his tracks.

 

Return Flight

(psychokinetic devotion)

MAC: 7

PSP Cost: 3/1

Range: 0

Area of Effect: single missile

Prerequisite: none

This power lets the psionicist make a single missile automatically return if it misses its target. Any common missile weapon may be affected, from an arrow or crossbow bolt to a spear, chatkcha, sling stone, or even ballista bolt. The maximum weight of the missile is 10 pounds, so most catapult missiles are ineligible. The power relies on the aerodynamics of the missile, so unbalanced objects (chairs, mugs, small characters) don’t work.

The psionicist must touch the missile and then fire it within two rounds—otherwise the power is lost. The psionicist must fire the missile, using his THAC0 for the attack roll.

If the missile is usually thrown, it returns to the psionicist’s hand if it misses its intended target. If the missile is fired from a weapon, such as a bow or ballista, the missile returns and gently lands at the psionicist’s feet. This power removes the chance for an accidental hit on other enemies near the intended target—once the missile fails to hit the intended victim, it veers off for its return flight.

 

Complete Healing

(psychometabolic science)

MAC: 7

PSP Cost: 25/5

Range: 0

Area of Effect: Personal

Prerequisite: None

This power allows the user to heal himself completely of all ailments, wounds, and normal diseases. He must place himself in a trance for 24 hours to accomplish the healing. The trance is deep; it can’t be broken unless the user loses 5 or more hit points. During the healing trance, the user’s body repairs itself at an incredible rate. At the end of the 24 hours, he awakens, restored to complete health in every regard except for the PSPs expended to use the power. If the user fails his MTHAC0 roll, the power can’t be activated; the trance breaks after 1 hour, costing 5 PSPs.

 

Cell Adjustment

(psychometabolic devotion)

MAC: 6

PSP Cost: 5+

Range: Touch

Area of Effect: Individual

Prerequisite: None

This power allows the user to heal wounds and cure nonmagical diseases—excluding such unnatural diseases as mummy rot and lycanthropy. He can cure a disease in 1 round by spending 5 PSPs and making a successful MTHAC0 roll. If the roll fails, the disease is too widespread in the victim’s system. The user must continue spending 5 PSPs each round until he succeeds in activating the power. Note that a cure performed through this power doesn’t automatically restore lost hit points. However, the user can heal up to 4 points of damage in each subsequent round by spending 5 PSPs per hit point recovered (4 hit points for 20 PSPs per round maximum). The user can’t cure a disease and restore hit points during the same round.

 

 

Adrenaline Control

(psychometabolic devotion)

MAC: 6

PSP Cost: 5/2

Range: 0

Area of Effect: Personal

Prerequisite: None

This power temporarily boosts the amount of adrenaline in the user’s system, giving him physical advantages. He gains 1d6 points to divide among his Strength, Dexterity, and Constitution scores as he chooses, thus increasing them while the power is in effect. He receives all of the normal bonuses for high ability scores during this period. (If used to increase Constitution, the user might temporarily gain bonus hit points. Damage suffered is subtracted from the extra hit points first.)

Exceeding racial maximums is dangerous. When an attribute is increased beyond the racial maximum and the user stops paying the PSP cost, he must make a system shock check; he suffers 1d6 points of physical damage if the roll fails.

 

Mind Over Body

(psychometabolic devotion)

MAC: 8

PSP Cost: 10/day/4

Range touch

Area of Effect individual

Prerequisites none

Mind over body allows the user to suppress his body's need for food, water, and sleep. In exchange for one hour of meditation per day, all of the psionicist's physical needs are overcome. He does not feel hunger, exhaustion, or thirst, nor does he suffer any ability reductions for privation.

The psionicist can also suppress the basic needs of others while suppressing his own. To do so, he must pay an additional 10 PSPs per person and spend an additional hour of meditation per person. Each person being aided must be in physical contact with the psionicist throughout the entire period of meditation. Usually, all the characters hold hands, forming a continuous line or circle.

The psionicist can survive in this fashion for a number of days equal to his experience level, or five days, whichever is more. At the end of that time, he collapses from exhaustion. He must then rest one day for every two days spent sublimating his body's needs. Or he can be restored through 24 hours of complete healing. These rules also apply to any characters the psionicist has aided.

 

Cognitive Trance

(psychometabolic devotion)

MAC: 8

PSP Cost: 4/2

Range: 0

Area of Effect: personal

Prerequisites: none

A psionicist with this power can place himself in a trance that clears his mind for calm and contemplative thought. Anything the psionicist sees, hears, or reads while under the mind-sharpening influence of the cognitive trance can be committed to his memory verbatim, for precise recall at a later time.

The player running the psionicist character can use this ability to remember detailed instructions or conversations to the word, even if he himself does not remember the exact content. This can come in really handy when trying to remember detailed instructions to a certain location or the exact wording of a complicated series of intricate passwords. The psionicist can also enter the trance to consider any problem, puzzle, or riddle, gaining a +2 bonus on any Intelligence checks to find a solution.

If used for photographic memory, the trance lasts as long as it takes to completely take in all the information to be remembered. If used to solve a puzzle, the trance lasts as long as it takes the psionicist to make a single attempt to arrive at a solution for the situation at hand. An extended trance may last for several hours. Entire books may be memorized in this way.

While in cognitive trance, the psionicist suffers a –1 penalty to surprise cheeks. Combat or even conversation of the slightest sort will break the trance.

 

 

Biofeedback

(psychometabolic devotion)

MAC: 6

PSP Cost: 4/2

Range 0

Area of Effect personal

Prerequisites none

Biofeedback is the power to control the flow of blood through one's own body. This power has two key effects.

First, the psionicist can easily control bleeding. As a result, he suffers two fewer points of damage from every attack against him which causes physical injury.

Second, by flooding key portions of his body with blood, the psionicist effectively cushions blows against him and reduces their effect. The character's armor class is reduced by one.

 

Body Control

(psychometabolic devotion)

MAC: 5

PSP Cost: 6/2

Range: 0

Area of Effect: Personal

Prerequisite: None

This power allows the user to adapt his body to a hostile environment. The change must be keyed to a specific surrounding: water, acid, extreme heat, extreme cold, an elemental plane, etc. If the power works, the user not only survives, he behaves like a native organism. He can breathe and move normally, suffering no damage from the environment. However, a character who can survive extreme cold is still vulnerable to a cone of cold spell.

 

Gird

(psychometabolic devotion)

MAC: 7

PSP Cost: 2/2

Range: 0

Area of Effect: personal

Prerequisites: 3rd level

Each time a psionicist girds another power, he can maintain that power automatically—i.e., without mental concentration. Thus, a psionicist who is maintaining only girded powers can sleep without disrupting those powers.

To use gird, the psionicist must first initiate and maintain the power he intends to affect. Then he must make a girding power roll. If he succeeds, he automatically pays twice the normal maintenance cost for the girded power—or a minimum of 1 PSP per hour. To remove the girding, he must consciously decide to do so (no power roll is required). Otherwise, the girding remains in place until the psionicist runs out of PSPs. That means a psionicist who's unconscious or sleeping could awaken to find all his psionic strength girded away. If the psionicist wishes to reestablish a gird that he discontinued, he must make a new power roll.

 

Immovability

(psychometabolic devotion)

MAC: 5

PSP Cost: 7/2

Range 0

Area of Effect personal

Prerequisites none

When a psionicist makes himself immovable, he is exactly that. A tremendous amount of force is required to uproot him from his spot.

Moving the psionicist requires a combined Strength total that is at least 10 times greater than his immovability score (Con -5). If a character is pushing the psionicist, and makes a successful bend bars roll, that character can double the Strength he's contributing to the total. Even if a group manages to move the psionicist once, they may not be able to move him any easier the next time. The psionicist remains immovable until he stops maintaining the power.

This power has nothing to do with weight. A character will not crash through the floor because he made himself immovable. He has instead attached himself to the fabric of the universe, which is considerably more powerful than the strongest castle. He does, however, need a horizontal surface as an anchor.

If the psionicist's power check results in a 1, he attaches himself so well that even he can't break free simply by shutting off the power. He must pay the initial cost again (9 PSPs) to free himself.

 

 

Mindlink

(telepathic science)

MAC: 8

PSP Cost: 7+/3+

Range: Unlimited

Area of Effect: Individual

Prerequisite: None

This power only can be used on an open mind, allowing the user to communicate wordlessly with any intelligent creature. This is two-way communication. It isn’t the same as mind reading, because the user receives only those thoughts the target wants to send. Language isn’t a barrier to mindlink. The PSP cost is determined by the target’s level, as shown below.

 

Target’s Level

PSP Cost

1–5 levels or HD

7/3

6–10 levels or HD

8/4

11–15 levels or HD

9/5

16–20 levels or HD

11/6

21+ levels or HD

12/6

 

 

Invisibility

(telepathic devotion)

MAC: 6

PSP Cost: 3+/2+

Range: 100 yards

Area of Effect: Individual

Prerequisite: Mindlink

This power only can be used on open minds. It differs significantly from the spell invisibility. This is a delusion that affects specific minds, not an illusion that affects everyone; the only real change occurs in those whose minds were opened. Thus, the user must open each mind he wants to deceive, for only to these minds will he appear invisible. He can see himself, and so can anyone whose mind wasn’t opened. Only beings within 100 yards can be affected by this power.

The user must make a separate MTHAC0 roll for each delusion and pay a separate PSP cost for each. A delusion is defined as one invisible character as perceived by one other being. The user can make anyone who is human size or smaller invisible with this power, not just himself. Note that this power affects vision only; observers may still be able to hear or smell "invisible" characters. PSP costs are as follows.

 

Target’s Level

PSP Cost

   

1–5 levels or HD

3/2

6–10 levels or HD

4/2

11–15 levels or HD

5/3

16–20 levels or HD

6/3

21+ levels or HD

8/4

 

Awe

(telepathic devotion)

MAC: 6

PSP Cost: 4+/2+

Range: 0

Area of Effect: 20 yards

Prerequisite: Mindlink

This power only works on an open mind. With it, the user can cause another character to hold him in awe. Characters affected by this power are mentally cowed—they sense the user’s "awesome might." They have no desire to serve or befriend the user, but they won’t attack him unless forced to do so. If possible, they’ll avoid the user completely and take the first opportunity to escape his presence. The PSP cost for this power is based on the target’s level, as shown below.

Target’s Level

PSP Cost

1–5 levels or HD

4/2

6–10 levels or HD

5/2

11–15 levels or HD

6/3

16–20 levels or HD

8/4

21+ levels or HD

9/5

 

Mind Bar

(telepathic devotion)

MAC: 7

PSP Cost: 5/2

Range: 0

Area of Effect: personal

Prerequisite: none

Mind bar is a magician's bane and the telepath's boon. It gives the psionicist 75% magic resistance against charm, confusion, ESP, fear, feeblemind, magic jar, sleep, and suggestion spells. It also offers complete protection against possession of any sort.

In addition, mind bar protects a psionicist against all telepathic powers, except the five contact-establishing attacks. No telepathic power can affect a barred mind unless the telepathic attack prevails in a psychic contest. (The defender uses mind bar.)