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Psion

My mind is my sword. I would duel with you but, you are unarmed.   Hit Points: A Psion gains 1d7 hit points at each level.   Weapons Training: Psions generally do not spend extensive time devoted to mastering physical combat. As such they can only use clubs, staves, daggers, maces, slingshots, crossbows, pistols, and shotguns. They never use armor with a fumble die greater than d8.   Alignment: Most psions tend towards a Lawful mindset due to the discipline required to cultivate their power. Some ascetic mentalists lean towards Neutrality as they disconnect themselves from worldly concerns. There are rumors of those who manifest psionic abilities with no training at all. These Wild Minds, as they are called, are of a Chaotic nature and are considered very dangerous.   Meditation: When the psion completes a meditation session of at least 6 hours, they receive the benefits of a full night’s sleep and recover their PL plus one in points of temporary Int or Per damage. They can only benefit from one Meditation session per 24 hours.   A full, uninterrupted 24 hours of meditation will also heal one HD of hp damage and up to two points of temporary physical attribute damage.   Psionics: Each discipline must be learned separately. The psion can gain a Focus die of d3 for a discipline at the cost of one Focus Point. Each additional point spent on a discipline’s Focus die will raise it one die step, to a maximum of a d10. Once spent, Focus points cannot be recovered or transferred to another discipline.   Psi Burn: Before rolling, the Psion can choose to put extra effort into a psionic ability they are attempting to use. They can take a point of either Int or Per temporary damage to increase their Focus die by one die step for that discipline for the duration of ½PL in rounds. Multiple attribute points can be burned in this manner, up to a max of 5 per turn.   Alternatively, the psion may center their will through a gemstone to increase their Focus die. This will increase the Focus die by one die step for every 30gp the gem is worth for the duration of ½PL in rounds, up to a maximum of 5 die steps. Once this duration has passed, the gem cracks and becomes useless. Also, the gem must be held in order for the bonus to be maintained. Should it be dropped or lost, the increase immediately fades.   Psychic Dissonance: On a natural 1 during a power check, a psion discovers that he has overtaxed his mental faculties. The power check automatically fails, and the psion must roll on the Psychic Dissonance Table .   In addition, each failed power check increases the chance of Psychic Dissonance. After his first power check fails in a day, a psion’s range of suffering Psychic Dissonance increases to a natural roll of 1 or 2. Thereafter, on any natural roll of 1 or 2, the power automatically fails, and the psion must roll on the Psychic Dissonance Event Table. After a second power check fails, a psion’s range of Psychic Dissonance range increases to a natural roll of 1 through 3. And so on. The range continues increasing and any natural roll within that range automatically fails and requires a Psychic Dissonance Event Table roll. This means that a psion could potentially reach a point where normally successful rolls automatically fail because they are within the Psychic Dissonance range.   Should the psion’s focus die roll a natural 1 and the action die have a natural roll within the Psychic Dissonance range, the range increases by two instead of one. When the psion rests or meditates for at least 6 hours, his Psychic Dissonance range is reset to a natural 1. There is a possibility that an area may have a cacophony of psychogenic noise that will prevent any form of harmonious mental restoration.

Career

Career Progression

Level Attack Crit Die/ Table Action Dice Ref Fort Will Max # of Powers Max Tier Focus Points
1 +1 1d8/II 1d20 +1 +1 +1 4 1 2
2 +2 1d8/II 1d20 +1 +1 +1 6 1 4
3 +2 1d10/II 1d20 +1 +1 +2 9 1 6
4 +3 1d10/II 1d20 +2 +2 +2 11 2 8
5 +4 1d12/II 1d20 +2 +2 +3 14 2 10
6 +4 1d12/II 1d20+1d14 +2 +2 +4 16 2 12
7 +5 1d14/II 1d20+1d16 +3 +3 +4 19 3 14
8 +6 1d14/II 1d20+1d20 +3 +3 +5 21 3 16
9 +6 1d16/II 1d20+1d20 +3 +3 +5 24 3 18
10 +7 1d16/II 1d20+1d20 +4 +4 +6 26 4 20

Other Benefits

Disciplines

There are four commonly known disciplines. Others may exist but finding them will require a great deal of effort and sacrifice.

  • Psychometabolism - The ability to control one’s body and the bodies of others with one’s mind. This discipline utilizes the psion’s corporeal vitality (Stamina).
  • Clairsentience - The ability to perceive with greater clarity or discern things beyond the five senses or 3 dimensions. This discipline utilizes the psion’s connection to fate and destiny (Luck).
  • Psychokinesis - The ability to move and shape the world around you without physically interacting with it. This discipline utilizes the psion’s force of will (Personality).
  • Telepathy - The ability to read and manipulate the thoughts of others. This discipline utilizes the psion’s mental acuity (Intelligence).

Psionic Actions

Each power is also sorted by the general way it can be utilized.

  • Assist - The use of a discipline to enhance the effort applied to a mundane task.
  • Attack - The use of a discipline to cause harm or detriment to an opponent.
  • Defend - The use of a discipline to protect yourself from harm or detriment.
  • Manipulate - The use of a discipline to alter a entity, object, or intangible target.
  • Transcendent - The ultimate application of a discipline’s ideology.

Using Psionics

In order to activate a psionic power known to a psion, they must roll an action die plus their Focus die and beat the Base DC listed in the power’s description. This achieves a Base Effect. This roll is calculated one of two ways:

 

Power Invocation roll (declared Psi action = Action die + Discipline Attribute Mod + Discipline Focus die)

 

Similar to a Warrior attacking with his Mighty Deeds die, the psion needs to succeed the action’s DC to perform the basic Psi action. If a psion is using a power that is part of a discipline that they have assigned Focus points to, it is possible to have effects more powerful than a Base Effect. The Focus die result is compared to the table under the power’s description to learn about the enhanced effects.

 

Psi Assist roll (regular action assisted with Psi = Action die + appropriate Attribute Mod + Discipline Focus die)

 

In additional to being used to manifest psionic powers, a Focus die can be used to assist mundane action rolls listed as powers for each discipline. To do this the Psion must make a Will save (DC set by the power description). Success means they can add their Focus die to the action die total for one round, similar to how a Mighty Deeds die is added to a Warrior’s attack rolls. Should they fail, they may choose to take a point of either Int or Per temporary damage to auto succeed.


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Comments

Author's Notes

Originally from UX02: Mind Games


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