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PSIONICSAPPENDICESPSIONICSAPPENDIX I: PSIONICSPsionics are various powers derived 3m the brain. ani PV enablecharacters so endowed to perform in ways which resemble magicalabilities. If your DM opts to include psionic abilities in your campaign, theywill be determined for humans (and possibly dwarves and halflings) asfollows:Characters with one or more unmodified intelligence, wisdom or charismaability scores of 16 or higher might have psionic ability. Whether or not thisability is possessed is then determined by a dice roll using percentile dice.Any score of 00 (1000/0) indicates the ability exists. For each 1 point ofintelligence above 16 add 2% to the dice roll, for each 1 point of wisdomabove 16 add 1% to the dice roll, ond for each 1 point of charisma above16add % to the dice roll (drop all fractions).Example: A character has intelligence of 17, wisdom of 12, and charismaof 17. There are 2% points to be added to the psionic potential roll becauseintelligence is 1 above 16, and % point for charisma 1 above 16, total 2%+ % = +3. The dice are rolled, and any score of 97 or greater indicatespsionic ability exists in the character.If psionics are possessed, it is necessary to determine the ability (orstrength) and the number of powers the character has. Psionics in no wayaffect the performance of the character in his or her chosen class, exceptas possible behavioral modifiers.PSlONlC ABILITYThe psionically endowed character rolls percentile dice, adding 1 point tothe total for each unmodified point of intelligence, wisdom and charismascare above 12. In addition, if 2 of these scores are above 16, the numberof points is doubled, and if all 3 scores are above 16, the number of pointsis quadrupled. The base score (01 -00 (100)) plus bonuses (1 -72), if any, areadded together. The total is the psionic strength of the individual; it is thestrength for attack and for defense. Psionic ability is double psionicstrength, i.e. 10 to 344. One-half of psionic ability is attack strength, onehalfis defense strength.Strengths can be used up in attack and defense during psionic <strong>com</strong>bat andin employment of psionic powers. These expenditures are detailed later,as is how they can be regained. Once psionic ability is determined it cannever change except due to brain injury (which will destroy it), or theacquisition of magical devices (which artificially alter it). Use of strengthpoints, or regaining them, does not alter psionic ability.PSlOnlC POWERSPsionic powers include attack modes, defense modes, and disciplines (themagic-like powers). The number of each power is determined by furtherdice rolls; attack/defense modes are selected by choice, disciplines byrandom selection.Attack Modes:Roll percentile dice, and consult the following table:01-25 1 attack mode26-50 2 attack modes51 -75 3 attack modes76-95 4 attack modes96-00 5 attack modesAttack RangeAttack Mode Point Cost per Usage Short Medium longA. Psionic Blast 20 2" 4" 6"6. Mind Thrust 4 3" 6" 9"C. EgoWhip 7 4" 8 12"D. Id Insinuation 10 6" 12" 18E. Psychic Crush 14 5"Psionic Blast is a wave of brain force, in effect much like "stunning news"to the mind. It is costly in attack point expenditure, but it is the only psionicattack which can affect non-psionic creatures. The attack is a cone-shapedwave of force %" diameter at its source and 2" diameter at its terminus (6"distance).Mind Thrust is a stabbing attack which seeks to short the synapses of thedefender. The attack is individual.€go Whip attacks the ego, either by feelings of inferiority andworthlessness or by superiority and megalomania. The attack affects but asingle creature.Id Insinuation seeks to loose the uncontrolled subconscious mind of thedefender, pitting it against the super-ego. The attack affects all psionicallyaware creatures in a 2" X 2"area within attack range.Psychic Crush is a massive assault upon all neurons in the brain,attempting to destroy a11 by a massive overload of signals. This mode ofattack affects but one defender If it is used the user may defend with onlymode G, Thought Shield, or have no defense ot all.Point Cost per Usage: This shows the number of psionic attack points ofstrength which the attacker must expend in using the attack mode.Attack Range: This table shows the various distances at which the variousattack modes will function. Effects of attacks are reduced at medium andlong ranges.If all attack points are expended, or too few remain to use any attackmode listed, the creature may defend only.Defense Modes:Roll percentile dice and consult the following table:01 -25 2 defense modes26-75 3 defense modes76-90 4 defense modes91 -00 5 defense modesDefense ModePoint Cost per Usage Area ProtectedF. MindBlank 1 Individual onlyG. Thought Shield 2 Individual onlyH. Mentol Barrier 3 Individual onlyI. Intellect Fortress 8 10'r. of individualJ. Tower of Iron Will 10 3'r. of individualThe individual must always have defense mode F. Others are optionallyselected.Mind Blank attempts to hide the mind from attack, making its partsunidentifiable.Thought Shield cloaks the mind so as to hide first one part, then another.Thisdefense can be kept upat all times, unlike the others.Mental Barrier is a carefully built thought repetition wall which exposesonly that small area.Intellect Fortress is a defense which calls forth the powers of the ego andsuper-ego to stop attacks.Tower of Iron Will relies only upon the super-ego to build an unassailablehaven for the brain.Point Cost per Usage: This shows the number of psionic defense points ofstrength which the attacker must expend to use the defense mode whenunder psionic attack.Area Protected: If the defense mode has an area of protection beyond theindividual, it offers its defense, or the defense used by any individualwithin its radius, whichever is better. Suppose 3 psionics are defending ina group; the first puts up defense mode F, another I, and the third puts up J.The first selects from defense modes F, I or J; the other two from either I orJ, whichever does the most efficient iob of damage reduction. Non-110

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