=================== The Psionicist Race --Clark Goble =================== [1.3] A Psionicist is a humanoid which posseses awsome mental powers and may suffer from severe physical mutations. Traits: From birth to puberty there is absolutely no difference between Psionicists and Humans. During early adolescence, however, a psionicist begins to develop powerful mental powers and, in some cases, develops strange physical mutations. If a psionicist is lucky enough to avoid the physical mutations he will fare well in most campaigns. A character with mutations, however, will be called a "mutant" ny other races and will generally be disliked. Wizards and magicians normally distrust psionicists and refer to thier powers as "false magic". Because of their status in society, psionicists tend to stick together in closely-knit clans. Special Abilities: Every psionicist will gain a number of special powers. These abilities function similarly to magic, but need not be prepared. Also, these abilities cannot be ranked, so thier base chances will never increase. The player must roll on chart 1.3A to determine the number of powers his character has. For each power the character has roll d100 once on chart 1.3B . Characteristic Modifiers WP: Add 5. MA: Sub 3. PC: Add 4. ------------------------------- 1.3A -- Roll 1d10 # of powers 1 to 4 = 1 power. 5 to 8 = 2 powers. 9 = 3 powers. 10 = 4 powers. ------------------------------- ------------------------------------------------------------------ 1.3B Powers: Roll d100: 01-04: Telekinesis: This ability allows the character to lift up to 10 pounds at speeds up to 1 mile per hour. Range: 30 feet; Base Chance: 60%; Dur: 15 min. 05-08: Mind Cloak: With this ability, no one can read the psionicist's mind. It also adds 15 to the character's magic resistance against mental attacks. Range: Self; Base Chance: 60%; Dur: 1 hour. 09-12: Location: The Psionicist may determine the direction in which he will encounter any one person or object which he has previously encountered. The direction is not indicated by a large glowing arrow. Range: 20 miles; Base Chance: 50%; Dur: 5 hours. 13-16: Bolt of Energy: The psionicist may emit a lightning-like bolt of energy from his finger tips. Range: 30 feet; Base Chance: 60%; Dur: Immediate; Damage: 1d10 (non-armor). 17-20: Opening: Just by concentrating the psionicist can open doors, locks, and bolts. Range: 30 feet; Base Chance: 60%; Dur: Immediate. 21-24: Levitation: The psionicist is able to cause one target to rise into the air at the rate of 5 feet per round. Only objects 500 pounds or less can be levitated. Levitation can only cause objects to float vertically, not horizontally. Range: 30 feet; Base Chance: 55%; Dur: 20 minutes. 25-28: Resist Temperature: The Psionicist is virtually immune to the effects of heat and cold. He suffers 10 less damage points when temperature is used as a weapon. Range: Self; Base Chance: 100%; Dur: Immediate. 29-32: Resist Pain: The psionicist is almost immune to pain. He cannot be stunned and is immune to the effects of torture. 33-36: Danger Sense: The character is super-sensitive to danger. He adds 20 to his chance to detect danger. 37-40: ESP: The psionicist can detect the presence and general mood of any entity within the range of this talent. Range: 60 feet; Base Chance: 60%; Dur: 1 minute. 41-44: Precognition: The psionicist may see into the future up to 10 hours. The better the roll the more he sees. Range: Any; Base Chance: 60%; Dur: Immediate. 45-48: Empathy: The character may feel the emotions and sensations any one target is feeling. He may also absorb wounds from his target. For every 2 damage points he absorbs (fatigue or endurance) he must subtract 1 from his own fatigue. Range: 60 feet; Base Chance: 35%; Dur: Immediate. 49-52: Hypnotism: The psionicist is able to lull his target into a trance, making him highly subjective to suggestion. The character may never hypnotise a totally hostile character. The target will continue to carry out the suggestions of the psionicist up to 5 hours after they were made. Range: 30 feet; Base Chance: 50%; Duration: concentration/no max. 53-56: Control Animals: The character may totally control the actions of one animal within range. Range: 40 feet; Base Chance: 50%; Dur: concentration/no max. 57-60: Control Person: The psionicist gains control over one person within range. The person will act as if under the spell of slowness while under the psionicist's control. Range: 30 feet; Base Chance: 45%; Dur: concentration/no max. 61-64: Mental Attack: The Psionicist may attack any one target in sight. If the attack is succesful the target will fall unconcious for 15 minutes and suffers d10 non-armor points of damage. Range: 30 feet; Base Chance: 50%; Dur: 20 minutes. 65-68: Telepathy: This ability gives the psionicist the ability to read the thoughts of every entity within range. The target is unaware of the reading. Range: 60 feet; Base Chance: 25%; Dur: 20 minutes. 69-72: Force Shield: This talent forms a mental shield around the character adding 15 to his defense. Range: Self; Base Chance: 75%; Dur: 20 minutes. 73-76: Healing: The psionicist may heal up to 7 fatigue or endurace points on any target he can touch. Range: Touch; Base Chance: 50%; Dur: Immediate. 77-80: Project Image: The Psionicist may project an image of himself standing up to 30 feet away. The character must remain stationary and concentrate to form the image. The character's actual body will become invisible for the duration of the talent. Range: 30 feet; Base Chance: 60%; Dur: concentration/no max. 81-84: Hibernation: The Psionicist is able to put himself into a trance like state in which he appears to be dead. The character remains aware of his surroundings and may awaken himself at will. Outside forces cannot awaken the character. Range: Self; Base Chance: 50%; Dur: concentration/no max. 85-87: Pyrogenisis: The character may, at will, ignite small fuzzy animals and other combustibles. Range: 30 Feet; Base Chance: 60%; Dur: Immediate. 88-92: Detect Aura: All living (and most formerly living) entitities possess an aura which may provide clues concerning the nature of the entity. Objects made of formerly living matter will also possess an aura, but one which is much weaker. The following categories of auras are listed in order of strength (weakest to strongest): Formerly living matter as part of an object. Living Plants. Lower order of living animals. Undead types. Higher order of living animals. Humans and most humanoids. Elves and other long-lived sentients. Whenever confronted with an object whose nature is unknown to him, a character may tell the GM that he is attempting to detect the being or object's aura. The GM rolls D100. If the result is less than or equal to the character's perception, the GM must tell the character which of the aforementioned categories of aura he is seeing and answer one question of the character's choice about the being or object (but need not give it's individual true name). The character may ask two questions for double effect and three questions for triple effect rolls. The GM may be as vague or specific as he desires. Range: 30 feet; Base Chance: Perception; Dur: Immediate. 93-96: Night Vision: The character possesses the night vision of an elf. He can also get a roll on three times his perception to detect an invisible object. 97-100: Kinetic Bolt: When the psionicist uses this talent a kinetic blast erupts from his body destroying everything within it's path. The path of destruction will be in a fifty foot circle with the character as the epicenter. Range: 50 feet; Base Chance: 20%; Dur: Immediate; Damage: D+12. Nice talent huh? There is a slight catch. After using this talent the psionicist is knocked unconscious for D + 10 hours. He also suffers 1d10 damage. ------------------------------------------------------------------ All of these talents can be resisted and none of them can be invested. The character temporarily loses 3 fatigue points each time he uses a talent. (Exception: talents that are always in effect such as night vision cause no fatigue loss.) For each power the character has there is a 60% chance he will have a physical mutation. For each mutation the character has, the player must roll on chart 1.3C. ------------------------------------------------------------------ Chart 1.3C: Mutations Roll d100: 1-4: Your character has long canine like fangs. Easy to conceal unless you like to talk, or eat, or sing, uh... never mind, -1 to PB. 5-8: Your character is blue. Or another random color, your choice, as long as it's pretty. -4 to PB. 9-12: You have gills. Look on the bright side -- you can breathe under water. -6 to pb. 13-16: You have horns. Yes, horns. In combat they have a 40% BC and do 1d10 damage. Don't get excited, you can't get ranked with them. 17-20: You continually emit a low whistle. Not harmful, but annoying. -30 to stealth. 21-24: You have a tail. 25-28: You have absolutely no body hair, trust me. 29-32: You're covered with fur. Kind of like a real tall hobbit. Cute and functional. Natural armor of 1 and +1 to PB. Invest in a brush. 33-36: You're an albino. 37-40: Pheremones. You smell like 'Obsession.' +3 to PB. 41-44: Pizza face! Pizza face! You're covered with facial blemishes. -4 to PB. 45-48: Gargantuan. You are really tall. At least 8 feet. -2 to AG. 49-52: Midget. Yes, you are one of the little people. -1 to TMR, +5 to stealth. 53-56: You have scales like a lizard all over your body. -6 to PB. 57-60: Try to follow me. You're not a mood ring, you're a mood mutant. -4 to PB. 61-64: Your eyes glow in the dark. Kind of neat, but subtract 5 from your stealth. 65-68: We had to do it. You glow in the dark. -30 to your stealth. Quit bitchin, you're lucky to still have a stealth. 69-72: All right! You have wings! Relax, you can't fly. -3 PB. 73-76: Your character has an exoskeleton. Can you say armadillo man? -7 to PB, 3 points natural armor. 77-80: Your friends call you ducky-boy. You have webbed fingers and toes. 81-84: Your character has an extra arm. You can weild a weapon in it and get one extra attack. -6 to PB. 85-88: You have an extra leg. +2 to TMR, -6 to PB. 89-92: You have claws growing out of your hands or fore arm. Base Chance: 3 x MD, Dam: D-4. They can be ranked up to Rk 4. 93-96: Chameleon! You can blend into your surroundings. +25 to stealth. -1 to PB. 97-100: Three words - REALLY BIG EARS!