Post by cooper on Jan 14, 2011 3:05:40 GMT -6
A fighting-man or thief with psionic abilities (10% of those with exceptional int/wis/or cha)is a practicer of Yoga. Though diligent meditative study that slowly turns them from a brawny wrestler into someone resembling Ghandi they may begin to control their body with their mind. Most men at arms can't handle all the chackra and fasting and abstention from sex, so fighters also lose followers the more they delve into the mind. Very old and powerful fighters with lots of psionic abilities sometimes appear as scrawny long bearded mystics (see kill bill, or kung fu the TV show or Hollywood celebrity spiritual advisors). As part of their training with their master each level they attempt to control their body.
Fighters lose 1 henchman for every ability and 1 point of strength for every 4 abilities and thieves also lose 1 point of dex.
A magic-user (10% of those with exceptional int/wis/or cha) stumble upon a forbidden tome, or develop an alternate source of magic, or enter into agreement with god like beings from non-euclidean dimensions or even have a latent magic power unmoored from mathematics can--instead of practicing to fill their brains with more and more complex formulae, may treat some magic as an at will ability. They exchange one way of casting spells for another--one that leaves their brain open to creatures that may pass by...As part of their training each level they attempt to unlock secrets untold.
Magic-users lose 1 spell level for the 1st ability, 2 spell levels for the 2nd ability, 3 spells levels for the 3rd etc...
roll a d100. This number is your potential and your initial pool of PSIONIC STRENGTH to gird your defense against those gibbering masses that exist in multiple dimensions. Chances are you will not develop any abilities at all until heroic (4th+) level (10% cumulative per level to develop 1 ability--the odds for exactly which abilities should be adjusted so as to maintain a theme based on the first one discovered--empath, fire starter, body control etc).
You get your first attack mode upon gaining your first ability (you don't get your defense mode till later) At this point the PS of a character will go up by 12. (average 1st level PS will be 67). maybe...maybe a 10th+ level psionic character will have enough points to use an attack on a non-psionic. Most PC's will never have many psionic abilities and probably 1 attack and 1 defense. If they are really lucky they might have 2 of each and will then have some strategy in psionic combat (this won't happen--usually, until at least 10th+ level) When the PC has 100% chance per level of gaining abilities--the choices of which are up to the player at this point.
so, you're a magic user who lost a 1st level spell slot so you can detect good/evil with only a thought and you have psychic blast to go with your 67 PS and a brain mole tries to burrow into your thoughts while you were exploring the Barrier Peak with an ESP spell you read from a scroll.
brain mole: 121 psionic strength--psychic thrust
initiative: d100+PS vs. d100+PS
Example A: If you were a normal magic user with say a 14 int and no psionic abilities, you would roll an adjusted saving throw of 10+ or be rendered confused for 1d6 rounds while the horrors of the cosmos has a 20% chance per round of driving you mad as it feasted on the thoughts of your loved ones.
Example B.1: As you've opened your mind up to the universe you are more susceptable. If you are caught unaware (surprise) or haven't yet learned your first defense mode, you would (looking at the chart 121 vs. 67) narrowly avoid a screaming lovecraftian death as the cyclopean alien mind raped your memories, as it is, you're Psionic Strength is robust enough you escape the horror of death at the cost of your mind being forever sealed off from the mysteries of the multi-verse (aka you can't detect evil with a mere thought any longer). Example B.2 Now as non-psionic you will need to make the saving throw like the poor magic-user in example A if the mole continues his attack.
Example C:Your best bet is to have your mental defense ready and gird against the incoming cuthuloid menace. Let's assume this is a higher level Mu and he has developed a defense--thought shield. Each attack by the mole drains 22 defense points, when they are gone you will be subject to B.1 and then finally B.2's fate.
The brain mole can attempt 12 psychic thrusts! Here's to chance! The brain mole has no psionic defenses though so your psychic blast--of which you have enough strength to lash out with it thrice, will drain 40 attack strength (AS) from the mole with each attack, the brain mole's available psychic thrusts is reduced by 4 for each of the Mu's attacks. Maybe our mu won't face a gibbering fate after all.
also they are moles and have a move of 1"....you could just run away!
All this activity is like blood in the water to the sharks of the multiverse...you are now mentally weakened and other feasters may be drawn to your struggles...
basic (it's actually a bit more complecated) synopsis:
1. roll d100 you have a 10% chance of having psionic potential if your int or wis or cha are 15+
2. roll d100, this is your psionic strength.
3. you have 10% cumulative chance per level of gaining 1 psionic ability you will probably not start with a power.
4. once you get your first power, you also receive psychic blast--your first attack.
5. Upon receiving your first ability add about 12 points to your psionic strength.
6. additional attacks are granted every 4 normal powers (5 for fighters)
7. The first defense mode is granted every 3 normal powers (4 for fighters)
8. psionic initiative is d100+PS vs. d100+PS high roll goes first.
taking our 67 PS 1st level character. Every PS spent using powers drains 1/2 of a point from both attack and defense. eg. spending 10 PS teleporting only drains 5 attack and 5 defense.
Fighters lose 1 henchman for every ability and 1 point of strength for every 4 abilities and thieves also lose 1 point of dex.
A magic-user (10% of those with exceptional int/wis/or cha) stumble upon a forbidden tome, or develop an alternate source of magic, or enter into agreement with god like beings from non-euclidean dimensions or even have a latent magic power unmoored from mathematics can--instead of practicing to fill their brains with more and more complex formulae, may treat some magic as an at will ability. They exchange one way of casting spells for another--one that leaves their brain open to creatures that may pass by...As part of their training each level they attempt to unlock secrets untold.
Magic-users lose 1 spell level for the 1st ability, 2 spell levels for the 2nd ability, 3 spells levels for the 3rd etc...
roll a d100. This number is your potential and your initial pool of PSIONIC STRENGTH to gird your defense against those gibbering masses that exist in multiple dimensions. Chances are you will not develop any abilities at all until heroic (4th+) level (10% cumulative per level to develop 1 ability--the odds for exactly which abilities should be adjusted so as to maintain a theme based on the first one discovered--empath, fire starter, body control etc).
You get your first attack mode upon gaining your first ability (you don't get your defense mode till later) At this point the PS of a character will go up by 12. (average 1st level PS will be 67). maybe...maybe a 10th+ level psionic character will have enough points to use an attack on a non-psionic. Most PC's will never have many psionic abilities and probably 1 attack and 1 defense. If they are really lucky they might have 2 of each and will then have some strategy in psionic combat (this won't happen--usually, until at least 10th+ level) When the PC has 100% chance per level of gaining abilities--the choices of which are up to the player at this point.
so, you're a magic user who lost a 1st level spell slot so you can detect good/evil with only a thought and you have psychic blast to go with your 67 PS and a brain mole tries to burrow into your thoughts while you were exploring the Barrier Peak with an ESP spell you read from a scroll.
brain mole: 121 psionic strength--psychic thrust
initiative: d100+PS vs. d100+PS
Example A: If you were a normal magic user with say a 14 int and no psionic abilities, you would roll an adjusted saving throw of 10+ or be rendered confused for 1d6 rounds while the horrors of the cosmos has a 20% chance per round of driving you mad as it feasted on the thoughts of your loved ones.
Example B.1: As you've opened your mind up to the universe you are more susceptable. If you are caught unaware (surprise) or haven't yet learned your first defense mode, you would (looking at the chart 121 vs. 67) narrowly avoid a screaming lovecraftian death as the cyclopean alien mind raped your memories, as it is, you're Psionic Strength is robust enough you escape the horror of death at the cost of your mind being forever sealed off from the mysteries of the multi-verse (aka you can't detect evil with a mere thought any longer). Example B.2 Now as non-psionic you will need to make the saving throw like the poor magic-user in example A if the mole continues his attack.
Example C:Your best bet is to have your mental defense ready and gird against the incoming cuthuloid menace. Let's assume this is a higher level Mu and he has developed a defense--thought shield. Each attack by the mole drains 22 defense points, when they are gone you will be subject to B.1 and then finally B.2's fate.
The brain mole can attempt 12 psychic thrusts! Here's to chance! The brain mole has no psionic defenses though so your psychic blast--of which you have enough strength to lash out with it thrice, will drain 40 attack strength (AS) from the mole with each attack, the brain mole's available psychic thrusts is reduced by 4 for each of the Mu's attacks. Maybe our mu won't face a gibbering fate after all.
also they are moles and have a move of 1"....you could just run away!
All this activity is like blood in the water to the sharks of the multiverse...you are now mentally weakened and other feasters may be drawn to your struggles...
basic (it's actually a bit more complecated) synopsis:
1. roll d100 you have a 10% chance of having psionic potential if your int or wis or cha are 15+
2. roll d100, this is your psionic strength.
3. you have 10% cumulative chance per level of gaining 1 psionic ability you will probably not start with a power.
4. once you get your first power, you also receive psychic blast--your first attack.
5. Upon receiving your first ability add about 12 points to your psionic strength.
6. additional attacks are granted every 4 normal powers (5 for fighters)
7. The first defense mode is granted every 3 normal powers (4 for fighters)
8. psionic initiative is d100+PS vs. d100+PS high roll goes first.
taking our 67 PS 1st level character. Every PS spent using powers drains 1/2 of a point from both attack and defense. eg. spending 10 PS teleporting only drains 5 attack and 5 defense.