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