Never bigger than one inch in their largest dimension and intricately carved from stone, wood, bone, or crystal - these trinkets are deceptively powerful for their size. When touched with bare skin they will feel warm and give a non-threatening sense of “being alive” to those in contact with it. While not truly intelligent or aware, PsyBaubles will always attempt to be helpful to their owners as best as they can.
After holding one for a moment, a psion will automatically know it is a psychically powerful item and how to use it. Others attempting to employ them will have to experiment. To activate a Psy-Bauble, one simply must hold it to one’s temple for a few moments and then release it. It will then begin gently orbiting around its owner’s head. A Psy-Bauble can be deactivated by the owner easily plucking it from its lazy orbit or from a foe successfully swatting it away (AC 15 in combat or via Mighty Deed).
A person may have a number of Psy-Baubles active equal to their Per mod +1, with a minimum of 1. If they are a psion or otherwise psychically adept, they may have up to double this. If an attempt is made to activate more than this, all the currently active Psy-Baubles will deactivate and drop to the ground.
If the Psy-Bauble’s ability requires invoking, this can be done as a free action but a non-psion must make a Will save (DC 10) to do so successfully. For psions the invocation is automatic. Note only one active Psy-Bauble can be so directed each round. Those that have continuous effect abilities do not require direction.
While powerful, Psy-Baubles are a bit unstable and can easily burn out, causing them to become cracked and useless. For every hour they are kept active there is a cumulative 1% chance they will burn out. This will reset after being deactivated for at least 8 hours.
Random Psy-Bauble Found
Roll 3d12, modified by Luck. If doubles or triples are rolled, an additional random Psy-Bauble is present. No more than 4 Psy-Baubles can be found together in this way.
5 or less |
This Psy-Bauble is flawed and has a cumulative 10% per hour chance to burn
out. Roll on this chart again to determine its ability. Doubles and triples do not
generate extra Psy-Baubles. |
6-7 |
Grants perfect vision in any lighting condition, range 100ft. |
8-9 |
Backstab attacks do not inflict an automatic critical against the user. |
10-11 |
Projects an invisible shield. Increases AC by +2 versus one opponent. Must be
directed. |
12-13 |
Grants +2 to one Save type while active. Determine the save when acquired,
roll 1d3: 1-Fort, 2-Ref, 3-Will |
14-15 |
Energy beam (atk +3 dam 1d5, range 20/40/60, Action die: 1d20). Must be
directed |
16-17 |
The user heals 1 hit point per turn. |
18-19 |
Grants a +1 to one Attribute while active. Determine the attribute when
acquired, roll 1d5: 1-Str, 2-Agi, 3-Sta, 4-Per, 5-Int. |
20-21 |
Energy beam (atk +5 dam 1d8, range 30/60/90, Action die: 1d20). Must be
directed. |
22-23 |
Projects a large invisible shield. Increases AC by +4 versus one opponent. Must
be directed. |
24-25 |
Gives the user a 1d3 Mighty Deeds die that can be used as though they were a
Warrior. Must be directed to perform a Deed. |
26-27 |
Allows the users to employ one Thief skill with a +2d4+2 skill bonus. Determine
the skill at random when acquired. |
28-29 |
Grants +2 to all saves while active. |
30-31 |
When active while sleeping, regenerates 1 Luck per day. |
32-33 |
Grants a +2 to one Attribute while active. Determine the attribute when
acquired, roll 1d5: 1-Str, 2-Agi, 3-Sta, 4-Pre, 5-Int |
34-35 |
Gives the user a Focus die of 1d3 in a random Discipline and 1d3 random
Tier 1 powers from that Discipline. If the user already has a Focus die of that
discipline, it is increased by +1 die step and they gain access to one new power
of that discipline of their choice while the Psy-Bauble is active. Must be directed
to access the Focus die |
36+ |
This Psy-Bauble is perfect and will never burn out. Roll twice on this chart with
a 1d30+5. It has both abilities. |
Brow Jewels
These specially crafted gemstones are completely flat on one side to better make contact with a person’s forehead. Unlike ornamental jewelry, these psychic jewels do not need any adhesive to remain in place. While there are many shapes and sizes of these jewels, they all fit into two types: major and minor.
Minor Brow Jewels allow psions to treat their current Psychic Dissonance range as thought it was two points lower when checking to see if they experience a Psychic Dissonance event. A natural 1 always triggers a Psychic Dissonance event. (i.e. a psion with a current Psychic Dissonance range of 1-6 and wearing a minor brow jewel would only trigger a Psychic Dissonance event on a roll of 1-4.)
Major Brow Jewels allow psions to treat their current Psychic Dissonance range as thought it was three points lower when checking to see if they experience a Psychic Dissonance event. A natural 1 always triggers a Psychic Dissonance event. In addition, they allow a psion to re-roll their Focus die if it rolls a 1.
Anytime the psion experiences a Psychic Dissonance event while wearing a brow jewel, there is a 25% chance that it will shatter.
Memory Tomes
Unlike most books, these strange tomes are not meant to be written in. Any attempts to put pen to paper will not leave any markings on a page. If held open to a desired blank page while meditating, a person can attempt to impart one or more of their memories into the book. This requires 1d3 hours per memory and a Per check (DC 12). Psions may use either their Clairsentience or Telepathy Focus die to aid them. If successful, the images of the memory are elaborately illustrated upon the next 4d6 pages. Normally, those imparting memories into memory tomes retain full recollection of the shared memories but by increasing the DC by 3 they can choose to forget the memory they have imparted. Unscrupulous telepaths have been rumored to be able to utilize the Edit Memory or Transmogrify Mind powers to steal memories with the help of a memory tome.
Anyone finding a memory tome that already contains illustrated memories can attempt to “read” them by studying them for 2d4 turns and making a Will save (DC 10). A success allows the studier to experience one memory first hand. Memories may be reexperienced any number of times and doing so may reveal information or clues not gleaned on the first “reading”. There are rumors of greater memory tomes existing that hold the full persona of great sages who emptied themselves into a tome in the moment before their death so as to preserve their vast knowledge.
Memory books tend to be made of very fine materials and are quite resistant to wear and tear. To determine the number of pages in a book, roll 4d24+16. To randomly generate a few memories found in a memory book, use the table below.
Randomly Found Memories
Roll 3d14, one die for each column
|
Scene |
Event |
Emotional Mood |
1 |
A grand party |
A romantic encounter |
Thrilling |
2 |
A hunt |
A sacrifice |
Happy |
3 |
A battle |
A death |
Unsatisfying |
4 |
A ceremony |
A gift |
Painful |
5 |
A journey |
A lesson |
Sorrowful |
6 |
A library |
An exchange |
Enlightening |
7 |
A meal |
An escape |
Bewilderment |
8 |
A tavern |
A conflict |
Anxiety |
9 |
A workshop |
A betrayal |
Suspicion |
10 |
A great castle |
A quest |
Peace |
11 |
A cavern |
A reward |
Envious |
12 |
A sailing vessel |
A marriage |
Angry |
13 |
An otherworldly place |
A vow |
Confidence |
14 |
A temple |
A great work |
Fear |
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