Thursday, December 14, 2023

Savage Lance: Knights of Solamnia

Knight of the Crown
Requirements: Spirit d6+, Strength d8+, Vigor d8+, Fighting d8+, Riding d6+, Vow (Major)
Being a member of the Knights of Solamnia begins with being a Knight of the Crown. Squires must study the Measure, the rules by which the knighthood operates, and pledge to the Oath, Est Sularus oth Mithas, which is Solamnic for "My Honor is my Life". As Knights of the Crown, they have a suit of full, heavy armor, a war horse, a lance, a long sword, and a medium shield. Membership in the order provides a free reroll when Networking within the Order or Solamnia, or for Common Knowledge tests to know information about the Order and proper Solamnian etiquette. Those Knights who also have the Aristocrat edge receive both benefits.

(Note: This is basically the Knight edge from FC, with a couple differences; first, Obligation is changed to Vow, though, of course, that Vow frequently also places obligations upon the knight. Secondly, the persuasion and intimidation bonuses of Knighthood is changed to a reroll when Networking and Common Knowledging within/about Solamnia and the knighthood. This was done as a reroll to allow easy stacking with Aristocrat; not all knights will be Aristocrats, but it is often noted that Aristocrats have a much easier time within the knighthood in many respects)

Knight of the Sword

Requirements: Seasoned, Spirit d8+, Knight of the Crown
Knights of the Sword are seasoned Knights of the Crown who have chosen to advance into the more spiritual Order within the Knighthood, the Knights of the Rose. As Knights of the Rose, they have some clerical abilities, granted by the Triumvirate of Paladine, Kiri-Jolith, and Habakkuk. They have the skill Faith at a d4, and 5 power points. They begin knowing the powers Boost Trait, Healing, Protection, Relief, and Smite, and may take further Edges that require Arcane Background (Cleric). However, they may never learn powers above the rank of Seasoned, and new powers must come from those allowed to priests of the Triumvirate.

(A somewhat crippled Cleric AB, trading 5 points of Power for 2 more powers known. I wanted to keep them as very minor clerics, but the restrictions on AD&D knights, where they only got spells weekly, was way too much for SW).

Knight of the Rose

Requirements: Veteran, Command, Knight of the Sword
The Knights of the Rose are the leadership and lawgivers of the Knights of Solamnia; their guiding principles are Wisdom and Justice. While they maintain the clerical powers of the Knights of the Sword, they seldom expand them after becoming Knights of the Rose. However, Knights of the Rose may, as a free action, expend 1 Power Point to gain the benefits of any Leadership edge for five rounds. They must meet the requirements of the chosen edge, and may choose to maintain it as with any other power.

(A bit of a departure; this is somewhere between the Martial Flexibility edge from FC and the Warrior's Gift power from SWADE, but for Leadership edges. This makes them exceptional leaders, with the only edge they don't immediately qualify for being Tactician, which requires Smarts and Battle not otherwise required by the edges).

Friday, December 8, 2023

Savage Lance: Draconians

 Baaz:
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Performance d6, Persuasion d6, Shooting d4, Stealth d4
Pace: 5; Parry: 7 (2); Toughness: 10 (5)
Hindrances: Mean
Edges: Soldier, Arcane Resistance
Gear: Metal Scale armor (+3), Shield, Hand Weapons (usually Str+d8)
Special Abilities:
*Armor: Baaz's scaly hides are worth 2 points of armor.
*Claws: Baaz can attack with claws for Str+d4 damage.
*Death Throes: When a Baaz Draconian is Incapacitated, they die, turning to stone. If the weapon that kills them inflicts damage with a blade or point (such as a sword, spear, or a pick), then the wielder must make an Agility test or lose the weapon for one minute, until the draconian crumbles to dust, freeing the weapon.
*Disguise: Baaz are trained to go about incognito. When properly equipped, they receive a +2 to disguise themselves as humans (though it is largely impossible without deep hoods, long cloaks, and masks).
*Glide: Baaz have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Sprint: Baaz are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Kapak
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d4, Stealth d8
Pace: 5; Parry: 5; Toughness: 8 (3)
Hindrances: Mean
Edges: Assassin, Arcane Resistance
Gear: Leather Armor, Shield, Hand Weapon (frequently Str+d6)
Special Abilities
*Armor: Kapak's scaly hides are worth 2 points of armor.
*Claws: Kapak can attack with claws for Str+d4 damage.
*Death Throes: When a Kapak Draconian is Incapacitated, they die, exploding into a pool of Acid in a small blast template. All within the area take 2d6 damage immediately, and each round they begin in the area. After five rounds, the acid is neutralized.
*Glide: Kapak have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Poison: Kapak have venomous saliva, and will lick their weapons during combat (as a free action). The saliva is a strength 0 paralyzing poison (SWADE p. 129). Weapons licked retain their poison for three rounds.
*Sprint: Kapak are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Bozak
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d6, Persuasion d6, Shooting d4, Spellcasting d6, Stealth d4
Pace: 5; Parry: 8 (2); Toughness: 11 (5)
Hindrances: Mean
Edges: Arcane Background (Mage), Command, Arcane Resistance
Powers: Bolt, Entangle, Smite. Power Points: 10
Gear: Chain Armor, Shield, Hand Weapon (frequently Str+d8)
Special Abilities
*Armor: Bozak's scaly hides are worth 2 points of armor.
*Claws: Bozak can attack with claws for Str+d4 damage.
*Death Throes: When a Bozak Draconian is Incapacitated, they die. Their skin turns to dust, and their bones explode in a small blast template. All within the area take 2d6 damage.
*Glide: Bozak have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Spells: Bozak are spellcasters, though not accomplished ones. Most will have Bolt (fire or lightning), Entangle, and Smite (lightning), but they may learn others.
*Sprint: Bozak are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Sivak
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Persuasion d8, Shooting d4, Stealth d6
Pace: 5; Parry: 6; Toughness: 14 (6)
Hindrances:
Edges: Arcane Resistance, Sweep
Gear: Plate Armor, Great Sword (Str+d10)
Special Abilities
*Armor: Sivak's scaly hides are worth 2 points of armor.
*Claws and Tail: Sivak can attack with claws for Str+d4 damage, or a tail strike for Str
*Death Throes: When a Sivak Draconian is Incapacitated, they die, turning into an exact replica of whoever killed them, if they are size 2 or smaller
*Flight: Unlike their less-endowed siblings, Sivak can fly at a pace of 12.
*Shapechange: Sivak can change form when they slay a humanoid of their size or smaller. When they do so, they become an exact physical replica of their subject, but have none of their subject's memories or skills. The sivak can change back at any time as a free action, but cannot shapechange again until they slay another humanoid.
*Size: In their natural form, Sivak are 9' tall; size +2.

Aurak
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d8, Notice d8, Persuasion d6, Shooting d8, Spellcasting d10, Stealth d8
Pace: 8; Parry: 5; Toughness: 10 (3)
Hindrances: Arrogant
Edges: Arcane Background (Mage), Improved Arcane Resistance
Powers: Bolt, Disguise, Puppet, Smite, Shapechange and Teleport are innate powers. They may know many other spells available to a Mage, including Blast, Bolt, deflection, detect/conceal arcana, disguise, dispel, fear, obscure, protection, puppet, shape change, smite, speak language, teleport.
Power Points: 30, for all powers.
Gear: Cloth Armor
Special Abilities
*Armor: Aurak's scaly hides are worth 2 points of armor.
*Claws and teeth: Aurak can attack with claws and teeth for Str+d4 damage.
*Death Throes: When a Aurak Draconian is Incapacitated, they become frenzied and surrounded by flame. Until they take another Wound, they attack, with claw and bite, all targets nearby, and inflict 2d4 damage from the fire on all in their reach. Once that frenzy has been extinguished, they explode first into a medium blast template ball of lightning, doing 2d6 damage to all within range, then a large blast template Havoc the round after.
*Size: +1; 7' tall

Sorcery and Mysticism in Savage Lance

 The Second Cataclysm revealed the existence of two new forms of magic, separate from High Sorcery and the Order of the Stars. Sorcery, also called wild sorcery or primal sorcery, is the raw magic of Krynn. It's cousin, mysticism, draws upon the ambient nature of the divine, and its weilder's belief in themselves. The users of both upon these ambient magics to create any effect they can conceive.

By nature, sorcery functions best on the non-living, and mysticism on the living, though there are ways around this; a mystic could create a club of wood or bone to shatter a stone pillar, and a sorcerer could divine the location of a person by searching for the ring they wear. Trappings used should reflect these biases; any trapping which conflicts with them will cause the spell to have a -1 to the casting roll.

Sorcerers and Mystics do not learn discreet powers. Rather, they may use any power they desire. However, they have very few power points, and regain them quite slowly.

Arcane Background: Wild Sorcerer
ARCANE SKILL: Sorcery (Smarts)
„POWER POINTS: 5

Arcane Background: Mystic
ARCANE SKILL: Mysticism (Spirit)
„POWER POINTS: 5

Mystics and Sorcerers have only 5 power points, and regain them at the rate of only 1 per hour. They may use any power up to their own rank, but they cannot maintain powers. The Power Points edge only grants them two additional power points, and they may not take the Rapid Recharge edge. The Soul Drain edge functions normally for them. They may Short powers, but shorting imposes an additional 1 point penalty; shorting cost by 1 is a -2, shorting by 2 is a -3, shorting by 3 is a -4, usw.

Divine Magic in Savage Dragonlance

 Divine magic on Krynn
After the Cataclysm, divine magic disappeared from Krynn for hundreds of years, then again after the Second Cataclysm. However, for ages before, and hopefully for ages after, the gods have granted magic to select representatives across Krynn. As all the gods have celestial homes, represented by constellations, these priests are known as the Holy Order of the Stars though, unlike their arcane counterparts, they do not function as a single order, rather as something between three and twenty one orders.

Clerical Magic
The magic of the divines is more limited than that of Wizards, though it is powerful in its own right, and different in scope. While Wizards manipulate a wide variety of forces, clerics are limited to the aspects of their deities. Each deity has their own list of powers available, and clerics require some token of their deity (often a holy symbol) to use many of their powers. Without that holy symbol, powers double in power point cost. Powers marked with an asterisk (*) receive a +2 on the Faith roll when used. All three pantheons have six deities with clerics; Solinari, Lunitari, and Nuitari do not have clerics, only the Wizards dedicated to them.

Arcane Background: Cleric
ARCANE SKILL: Faith (Spirit)
„STARTING POWERS: 2, plus one from among the god's favored powers.
POWER POINTS: 10

Clerics must remain devoted to their deity; all have a Vow (Major) to represent their deity and uphold their tenets. However, this vow is not part of the Cleric Arcane background; someone choosing to be a cleric takes it separately, as a Hindrance.

Good Deities:
Branchala, deity of Song and Inspiration: (N) Arcane Protection, Beast Friend, Boost*/Lower Trait, Deflection, Empathy*, Healing, Illusion, Light (not Darkness), Mind Link, Protection, Relief, Sound/Silence, Speak Language*, Stun, Summon Ally (S) Barrier, Disguise, Dispel, Farsight, Object Reading, Telekinesis, Warrior's Gift (V) Banish, Fly
Habbakuk, Nature, Truth, and Persistence: (N): Arcane Protection, Blind, Boost*/Lower Trait, Burrow, Darksight, Deflection, Elemental Manipulation*, Entangle, Environmental Protection*, Healing, Light/Darkness, Protection, Relief, Shape Change*, Stun, Summon Ally (S): Barrier, Dispel, Farsight, Growth/Shrink, Object Reading, Sloth/Speed, Slumber, Warrior's Gift* (V): Banish, Drain Power Points, Fly
Kiri-Jolith, Courage and Justice: (N) Boost*/Lower Trait, Darksight, Deflection, Detect/Conceal Arcana, Empathy, Environmental Protection, Healing, Light (not Darkness), Mind Link*, Mind Reading, Protection, Relief, Smite*, Stun, Summon Ally (S) Barrier, Dispel, Farsight, Growth/Shrink, Object Reading, Sloth/Speed, Warrior's Gift* (V): Banish
Majere, Discipline: (N) Beast Friend, Boost Trait*, Darksight, Deflection, Detect/Conceal Arcana, Empathy, Environmental Protection, Healing, Mind Link*, Mind Reading, Protection, Relief*, Smite, Silence, Speak Language, Stun, Wall Walker (S) Damage Field, Dispel, Farsight, Object Reading, Sloth/Speed, Slumber, Warrior's Gift (V) Banish, Drain Power Points, Mind Wipe
Mishakal, healing and restoration: (N) Boost Trait*, Darksight, Deflection, Detect/Conceal Arcana, Empathy*, Environmental Protection, Healing*, Illusion, Light, Mind Link, Mind Reading, Protection, Relief*, Slumber, Speak Language, Stun (S) Barrier, Disguise, Dispel, Farsight, Object Reading, Slumber (V) Banish, Drain Power Points, Mind Wipe
Paladine, Majesty, Good: (N) Blind, Boost/Lower Trait, Confusion, Darksight, Deflection, Detect/Conceal Aura, Elemental Manipulation, Empathy, Environmental Protection, Fear, Healing, Illusion, Light, Mind Link*, Mind Reading, Protection*, Relief*, Smite*, Sound/Silence, Speak Language, Stun, Summon Ally* (S) Disguise, Dispel, Farsight, Object Reading, Sloth/Speed, Warrior's Gift* (V) Banish, Drain Power Points, Mind Wipe

Neutral Deities
Chislev, Nature and Instinct: (N) Beast Friend*, Blind, Boost/Lower Trait, Burrow, Confusion, Darksight, Deflection, Elemental Manipulation*, Entangle*, Environmental Protection*, Fear, Healing, Light/Darkness, Protection, Relief, Shape Change*, Sound/Silence, Stun, Summon Ally (S) Barrier, Disguise, Farsight, Object Reading, Sloth/Speed, Slumber, Warrior's Gift (V) Banish, Fly*
Gilean, Knowledge: (N) Arcane Protection*, Boost/Lower Trait, Darksight, Deflection, Detect/Conceal Arcana*, Environmental Protection, Healing, Illusion, Light/Darkness*, Mind Link*, Mind Reading*, Protection, Relief, Sound/Silence, Speak Language*, Stun (S) Barrier, Disguise, Dispel*, Farsight*, Object Reading*, Slumber, Telekinesis (V) Banish, Drain Power Points, Mind Wipe
Reorx, Craft and Creation: (N) Arcane Protection*, Boost/Lower Trait, Burrow, Darksight, Deflection, Detect/Conceal Arcana, Elemental Manipulation, Environmental Protection*, Healing, Light/Darkness, Mind Link, Protection*, Relief, Smite, Sound/Silence, Speak Language (S) Barrier*, Disguise, Dispel*, Farsight, Growth/Shrink, Object Reading*, Warrior's Gift (V) Banish, Drain power Points, Mind Wipe
Shinare, Trade and Diplomacy (N) Arcane Protection, Boost/Lower Trait*, Darksight, Deflection, Detect/Conceal Arcana*, Empathy*, Fear, Havoc, Healing, Light/Darkness, Mind Link*, Mind Reading, Protection, Relief, Sound/Silence, Speak Language*, Stun, Summon Ally (S) Barrier, Disguise, Dispel, Farsight, Object Reading*, Sloth/Speed, Slumber, Telekinesis, Warrior's Gift (V) Banish, Drain Power Points
Sirrion, Flame and Transformation (N) Arcane Protection, Blind, Boost/Lower Trait, Confusion, Darksight, Detect/Conceal Arcana, Elemental Manipulation*, Empathy, Environmental Protection*, Fear, Havoc, Healing, Illusion, Light*, Protection, Relief, Shape Change*, Smite, Speak Language, Stun, Summon Ally (S) Barrier, Disguise*, Dispel, Farsight, Growth/Shrink*, Object Reading, Sloth/Speed, Warrior's Gift (V) Banish, Drain Power Points, Fly
Zivilyn, Wisdom (N) Arcane Protection*, Beast Friend, Boost/Lower Trait, Darksight, Deflection, Detect/Conceal Arcana*, Elemental Manipulation, Environmental Protection, Fear, Havoc, Healing, Illusion, Light, Mind Link*, Mind Reading*, Protection, Relief, Sound/Silence, Speak Language*, Stun (S) Barrier, Disguise, Dispel*, Farsight*, Invisibility, Object Reading*, Slumber, Telekinesis (V) Banish, Drain Power Points, Puppet

Evil Deities
Chemosh, Death and the Undead (N) Arcane Protection, Blind*, Lower Trait*, Burrow, Confusion, Darksight, Deflection, Detect/Conceal Arcana, Entangle, Fear*, Havoc, Darkness, Protection, Silence, Stun, Summon Ally (S) Barrier, Dispel, Farsight, Object Reading, Sloth (V) Banish, Drain Power Points, Puppet, Zombie*
Hiddukel, Explotation and Unfair deals (N) Blind*, Lower Trait*, Confusion*, Darksight, Deflection, Conceal Arcana, Fear, Havoc, Healing, Illusion, Darkness, Mind Reading*, Protection, Speak Language, Stun, Summon Ally (S) Barrier, Disguise*, Dispel, Farsight, Growth/Shrink, Object Reading, Slumber (V) Banish, Drain Power Points, Puppet*, Zombie
Morgion, Rot and Decay (N) Blind*, Lower Trait*, Confusion, Darksight, Deflection, Conceal Arcana, Fear, Havoc*, Darkness, Protection, Silence, Stun (S) Damage Field, Disguise, Dispel, Invisibility, Object Reading, Sloth* (V) Banish, Drain Power Points, Mind Wipe, Zombie
Sargonnas, Wrath (N) Arcane Protection, Boost/Lower Trait*, Darksight, Deflection, Entangle, Environmental Protection*, Fear*, Havoc*, Healing, Darkness, Protection, Relief, Smite*, Stun*, Summon Ally (S) Damage Field, Dispel, Farsight, Growth/Shrink, Object Reading, Sloth/Speed, Warrior's Gift* (V) Banish, Drain Power Points*, Puppet
Takhisis, Control and Domination (N) Arcane Protection, Blind, Boost/Lower Trait, Confusion, Darksight, Deflection, Detect/Conceal Arcana*, Elemental Manipulation, Entangle, Environmental Protection, Fear*, Havoc, Healing, Illusion, Darkness*, Mind Link, Mind Reading*, Protection, Relief, Smite*, Sound/Silence, Speak Language, Stun, Summon Ally (S) Barrier, Damage Field, Disguise, Dispel*, Farsight, Invisibility, Object Reading, Sloth, Telekinesis, Warrior's Gift (V) Banish, Drain Power Points*, Mind Wipe, Puppet*, Zombie*.
Zeboim, Strife and the Sea (N) Beast Friend, Blind, Boost/Lower Trait*, Confusion*, Darksight, Deflection, Detect/Conceal Arcana, Elemental Manipulation*, Entangle, Environmental Protection*, Fear, Havoc*, Healing, Illusion, Light/Darkness, Protection, Relief, Smite*, Sound, Stun (S) Barrier, Damage Field, Dispel, Farsight, Growth/Shrink, Objection Reading, Sloth/Speed, Warrior's Gift (V) Banish, Drain Power Points, Fly*

If using the Fantasy Companion, Clerics use the Cleric edge from the fantasy companion. The domain of each deity is the listed powers above, and powers from other sources as might be appropriate. In addition, the following Arcane Backgrounds can be used for certain deities:
Alchemist: Shinarae
Bard: Branchala
Druid: Habbakuk, Chislev, Zeboim
Elementalist (Fire): Sirrion
Necromancer: Chemosh
Tinkerer: Reorx

When used in place of a Cleric Edge, the linked attribute for their Arcane Skill becomes Spirit

Arcane Magic in Savage Dragonlance

 Arcane Magic in Krynn
Most arcane magic on the continent of Ansalon is regulated by the Orders of High Sorcery, headquartered at the Tower of High Sorcery in Wayreth since the Lost Battles and the destruction (or cursing) of the other towers. The Conclave of Wizards is made up of the heads of the three orders, and each order is dedicated to one of the three gods of magic, and to the philosophy of magic they espouse.

The Orders of High Sorcery rigorously control the practice of arcane magic on Ansalon. In order to cast spells that exceed the Novice level, a mage must pass the Test of High Sorcery, administered by the Conclave. Without passing that test (or being en route to doing so), use of the more advanced magic is deemed illegal by the laws of the Order, and such "renegades" are hunted down. Within the Orders, there are three primary rules:

All wizards were brothers and sisters in their order and all orders were brothers and sisters in magic
The Towers belonged to all mages of all orders and no magic was to be used in anger against another member in the Towers
Outside the Towers, fate often made enemies of mages of the Orders, but this was considered a natural part of the world


There are additional laws within the Order, such as a prohibition on counterfeiting currency, but those are mostly written with the purpose of avoiding conflict with civil authorities. Mages had few other restrictions, though they are discouraged from practicing magics heavily associated with the other Orders.

Gods and Moons
Each of the three gods of magic are associated with one of the three moons of Krynn. Solinari is the God of the White Robed Wizards; his followers use magic for knowledge, wisdom, and protection. Lunitari is the Goddess of the Red Robed Wizards; her followers are fond of illusions, but also seek knowledge of knowledge's sake. Nuitari is the God of the Black Robed Wizards; his followers seek power.

High Sorcery does not enable one to cast all spells, and learn all powers; the powers allowed to Wizards of High Sorcery are listed below. While the gods have favored magics, their main concern is with the philosophy followed by their Wizards. A White Robe who consistently pursues power for power's sake, or undertakes potentially dangerous research just to know is going to find that she is no longer welcome in Solinari's Order, and will be forced to leave her own (though she may join another). Solinari particularly objects to the spells Zombie and Puppet; the others have no such restrictions.

The association with the moons has a profound impact on the practice of magic. Wizards of High Sorcery find their magic influenced by their patron satellite, and their power waxes and wanes with the moon's cycle. Each of the moons has 4 main phases, in a magical sense; High Sanction, when the moon's magic is highest, followed by Waning, as the magic decreases down to Low Sanction, and followed by Waxing, as the magic rises.
When the moon is waxing, all that god's followers receive a +1 on their arcane skill rolls. When the moon is at High Sanction, this is increased to +1 to the arcane skill rolls, and 1 bonus power point per hour, both in recovery and in maximum; a wizard who normally has 10 point points, and recovers 5 power points per hour of rest, will instead have a maximum of 11 power points, recovering 6 per hour of rest, and 1 per hour, even without rest. The waning moon sees the wizard's magic at "normal" levels; no bonus, no penalty. When magic is at Low Sanction, then those wizards suffer a 1 point penalty to all skill rolls, and recover only 3 power points per hour of rest, instead of the normal 5.

When the moons are in alignment, and in High Sanction, all followers of those gods gain the advantages allotted to each of the members; an alignment of two provides those wizards with +2 to their arcane skill rolls, and 2 bonus power points per hour. An alignment of all three moons, known as the Night of the Eye, affords all wizards a +3 on all skill rolls, and 3 bonus power points per hour.

Solinari, the white moon is furthest from Krynn, and has a 36 day cycle. His quarters are nine days long. Lunitari is the middle moon, with a 28 day cycle and 7 day quarters. Nuitari, the black moon, is visible only to those who worship him (and those who see his blackness cross the stars, or other moons). Nuitari circles the world in only 8 days; he will go through an entire lunar cycle in the time that it takes Solinari to complete a quarter.

Dabblers and Renegades
Many people on Krynn dabble in magic, especially among the elves and Irda. Though they do not commit to magic full-time, they nonetheless have some small magical skill and know a few powers; these may be a diverse as a hedge witch or an elven prince. So long as they confine their magics to lesser things, to Novice powers, they do not fall under the control of the Orders, though they may still be monitored for compliance. Should they begin to use more advanced magics, the Orders will step in, demanding they either take the Test, or be declared renegade.

Renegades have chosen not to join the Orders, or have been kicked out and not accepted to another. They are both Wanted (Major) and Outsiders (Major), without gaining any benefit from these hindrances. According to the laws of the Order, they may be killed at will, and have no rights, but White Robes and Red Robes will frequently try to enlist them into the Order. Some who are technically renegades may escape persecution; if their use of greater magics is minor and unnoticed, if they have powerful enough friends outside the Orders, or if, like Raistlin Majere, they are personally powerful enough that none dare challenge them. But most renegades lack these advantages, and so must be very careful if Wizards are around.
---
Arcane Background: Mage
ARCANE SKILL: Spellcasting (Smarts)
„STARTING POWERS: 3
„POWER POINTS: 10

A Mage has learned the magic of the Gods of Magic. Without passing the Test, they may freely use Novice powers. If they wish to use Seasoned or Veteran powers, they must either pass the Test of High Sorcery or be declared a renegade.

Wizard of High Sorcery (Edge)
Requirements: Arcane Background (Mage), pass the Test of High Sorcery
To be a Wizard of High Sorcery, one must have passed a Test overseen by the Orders of Magic; this test must be passed before or as soon as possible after passing into Seasoned. To be a Wizard, one must swear a Vow (as the minor hindrance) to the Order, and suffers a degree of the Outsider Hindrance (-2 to Persuasion rolls, as the minor hindrance).
Being a member does have its advantages, however. As all Wizards are brothers and sisters in magic, they receive a +2 bonus to Persuasion and Intimidation to Network with other Wizards, and a +2 bonus to Common Knowledge rolls pertaining to the society of wizards; it doesn't make them a better spellcaster, but they will know (or, at least, know of) famous wizards and spells. This can also provide a chance to intervene with other wizards, even when they are opposed, but that is entirely up to the other wizard when not at a Tower.
A Wizard has access to such Towers of High Sorcery as are open, and to other businesses associated with the Orders as may exist (such as the mageware shop of Palanthas). This also allows them to easily acquire variations on known powers with different trappings; if you know the Magic Missile power (Bolt with a Force trapping), you can easily learn Acid Arrow (bolt, but with an acid trapping). If they have access, they may acquire one such variation for free with each advance.

Spells of High Sorcery:
Novice (available to all, including those who do not take the test):
Arcane Protection, Beast Friend, Blind, Boost/Lower Trait, Burrow, Burst, Confusion, Darksight, Deflection, Detect/Conceal Aura, Elemental Manipulation, Empathy, Entangle, Environmental Protection, Fear, Havoc, Illusion, Light/Darkness, Mind Link, Mind Reading, Protection, Shape Change, Sound/Silence, Speak Language, Stun, Summon Ally, Wall Walker
Seasoned (only to Wizards of High Sorcery and Renegades)
Barrier, Blast, Damage Field, Disguise, Dispel, Farsight, Growth/Shrink, Invisibility, Object Reading, Sloth/Speed, Slumber, Telekinesis, Teleport
Veteran (only to Wizards of High Sorcery and Renegades)
Bansh, Drain Power Points, Fly, Mind Wipe, Puppet, Zombie

If using the Fantasy Companion, Wizards of High Sorcery can, instead of the Mage edge above, make use of the Elementalist, Illusionist, Necromancer, Summoner, or Wizard edges.

Savage Lance 2: Lance Harder [Savage Worlds]

 So, like the last time I did this, it was in response to a question on a message board. Since this is the second time I've done this, let's look at Savage Lance 2: Lance Harder.

This first post is just a quick run through the standard races of Ansalon, noting how (and if) they're different than the standards set out by the Fantasy Companion.


*Humans: No Change

*Dwarves, Hill and Mountain: Remove Low Light Vision, replace with Infravision

*Gully Dwarves: New species.
Size -1 (-1)
Reduced Core Skills -2 (-3): Persuasion, Common Knowledge
Outsider -1 (-4)
Attribute penalty: Smarts -2 (-6)
Reduced Pace -1 (-7)
Attribute Increase: Vigor, Spirit 4 (-3)
Infravision: 1 (-2)
Environmental Resistance: Poison and Disease 1 (-1)
Tough 3 (+2)

*Kender: Variant Half-folk
Add Curious (Major) Hindrance
Add Scavenger Edge

*Elf, Silvanesti
Remove All Thumbs (Minor)
Add Arrogant

*Elf, Qualinesti
Remove All Thumbs
Add Cautious, Quirk (racial chauvinist)


*Elf, Kagonesti
Add Woodsman
Add Illiterate
Add Outsider (Minor)


*Elf, Dargonesti, Dimmernesti: Variant Aquarians
Remove Tough
Add Quirk (racial chauvinist)
Add Gifted: Shapechange (otter or dolphin)

*Irda: Variant Shapeshifters
Remove Charismatic
Duration of Disguise power increased to one hour.

*Minotaurs: Variant Minotaurs
Add Code of Honor Hindrance
Add d4 Fighting, Boating

*Gnomes: Variant Gnomes
Add Driven (Major)
Add Outsider (Minor)
Remove Keen Senses
Add d4 Repair, d4 Science
Add +2 Repair

Saturday, December 2, 2023

Mutant Dawn is Here!

 And available for purchase at DriveThruRPG!

 


 

Sunday, November 19, 2023

Savage Worlds Kids Cheat Sheet

 A discussion about playing Savage Worlds with kids new to RPGs had me give a list of suggestions for a simple page to show kids the basics. I whipped up something in Zoho Show, which you can get from here.

 I know the d10 looks wonky; I had to do it by hand.

Thursday, November 9, 2023

"More Pratchett than Tolkien"

 I know this is going to be somewhat unpolished; it's a starting point, not a final declaration.

So, recently, I've started saying "More Pratchett than Tolkien" to describe my approach to D&D (and other RPGs, but it seems to be more an issue with those who prefer older versions of D&D). But what do I see that as meaning? I've got a few points on this; mostly what I perceive as being the core parts of a "Tolkien" mindset of game worlds, versus a "Pratchett" mindset. Note that I am not ascribing these opinions specifically to JRR Tolkien, but rather than Lord of the Rings is frequently invoked as defense of them. After this, I'll avoid referring to this as "Tolkien" or words derived from that; my statement is pithy, better for a signature than discussion.

1) Racism as a necessary component

One of the primary objections to playing a "humanoid" character is that the character will face insurmountable racism; the 1e DMG  says "So unless the player desires a character which will lurk alone somewhere and be hunted by adventurers", before going on to explain that one might want to play a gold dragon, because it can look human, but that no gold dragon would want to do this. The games will often include something like a "Basic Acceptability of Racial Types" table; 1e has one in the PH to cover humans and demi-humans, and the DMG has one to cover most types of humanoids in their interactions with each other; Hackmaster includes it in the PH. With this, it is argued, the game wouldn't be "realistic".

Leaving aside the conception of a world which must, necessarily, include often violent racism, it also shows a lack of imagination, or consideration of the nature of the world presented in D&D and similar games... while many different species live in the world, Good and Evil are real and quantifiable things, and there are gods who can communicate relatively freely with their worshipers on the Prime Material (if they don't live there themselves). A view where violent, unexamined racism can leave one still aligned as "Good" is one that is alien to any understanding of the word "Good" that I have, much less the definition of "Good" as laid out in the 1e DMG. "Basically stated, the tenets of good are human rights, or in the case of AD&D, creature rights. Each creature is entitled to life, relative freedom, and the prospect of  happiness. Cruelty and suffering are undesirable." (p 23) How is this compatible with the idea that Good people can freely kill non-combatants of "evil" races?

A particularly evident argument of this is seen in half-orcs (and, in Hackmaster, half-hobgoblins). The 1e PH states that "some one-tenth of orc-human mongrels ore sufficiently non-orcish to pass for human." (p 17). Hackmaster has "Note that even where hobgoblins are acceptable, half-hobgoblins are mistreated and disliked by the locals. Half-hobgoblins share a special bond with half-orcs,alongside whom they are often persecuted as beastly monsters." (HM PH, 31) Despite both being specifically being called out as being non-sterile hybrids, the only consideration is that all half-humanoids will "will  always  have  an  human mother and have been born and raised in human lands" and be "The offspring of questionable parentage and violent couplings" (HM PH, 31); none will be, for example, the offspring of a mommy sil-karg and a daddy sil-karg who love each other very much. Hackmaster mentions that "The city of Prompeldia has developed a sizable sil-karg quarter that is threatening to become large enough to count as its own culture." (HM PH, 31). But all will be "The offspring of questionable parentage and violent couplings."

 A Pratchett-style view of the game does not pretend that racism does not exist, but rather disputes the idea that it is insurmountable. The dwarves and trolls of Ankh-Morpork do begin with hatred, but they reach an uneasy peace when forced into proximity by the city. Sam Vimes, like many in the city, is riddled with prejudices about non-humans and the undead, but he overcomes them as he deals with them as people. Some of this is inspired by Carrot, the human raised by dwarves, who still considers himself a dwarf in many respects... but also respects all people, learning their names and treating them as citizens, not as trolls or gargoyles.

2) Race as unbending identity 

"Humans with pointy ears" is frequently invoked when you have a non-human character who is perceived to act unlike their stereotype, or one of the acceptable range of stereotypes. Are your dwarves "not dwarven enough?" Does he like wine instead of ale? Does he shave his beard? Is he a dagger wielding tunnel rat, instead of a chain-mail clad warrior with an axe? You're playing a short human, not a REAL dwarf.

This also tends to get invoked when dealing with traditionally hostile non-humans. An elf or dwarf might violate their racial alignment, but a good orc? Unheard of. It's argued that it is impossible for any of the "humanoids" to be other than their Monster Manual entries, despite that never really being written anywhere, and several counter-examples, especially from 2nd edition (such as the Monster Manual deity who prizes his good bugbear converts). Gary Gygax, revered by many old school gamers, even stated "The old addage [sic] about nits making lice applies", referring to noted proponent of genocide John Chivington's statements about Native Americans. As I have argued before, Dungeons and Dragons owes a lot to Westerns, and the attitude towards humanoids in a game tends to mirror the attitude towards Native Americans in contemporary Westerns; in Chato's Land (1973), you have a half-Indian protagonist, while Dances with Wolves (1990) presents the Native Americans as the sympathetic characters.

One objection to having the possibility of non-evil humanoids is the idea that a DM may use these as "gotchas"... "You killed all of these orcs but they were secretly good so now you're all evil!". But this argument fails, in my opinion, as one could also use that as an argument against DMs... "We found a vorpal sword in a

A more Pratchett-style game recognizes that the stereotypes exist, and may be the norm, but they are not the only way characters of that race can be played. Pratchett's dwarves are uniformly male-presenting, with beards and axes and iron boots, with one's actual sex being so concealed that the beginning of a dwarven courtship is "find out if the person is the correct gender." In Feet of Clay, however, we're introduced to Cheri Littlebottom, a dwarf woman who doesn't want that. She wants dresses and jewelry, lipstick and high heels welded to her iron boots. It is noted to be unusual. Other dwarves react with disgust... but it also doesn't make her impossible to exist as a character. Other examples include trolls who join the watch, vampires in the Ãœberwald League of Temperance who abstain from intelligent blood, and golems who buy their freedom to become their own selves.

3) Only certain races are proper. 

Some of this ties into the distinctions drawn between humans, demi-humans (elves, dwarves, gnomes, and halflings), semi-humans (half-elves, half-orcs, half-hobgoblins), and humanoids (orcs, goblins, gnolls, etc.). In the older game mindset, players should only be humans, demi-humans, and semi-humans; anything else is too weird or outlandish. For this, I will set aside the humanoids; I feel the objections to them are largely addressed above. This is addressed to what are often seen as the more exotic races... dragonborn, warforged, tabaxi, and the like.

The older mindset tends to describe these are unnecessary. I've even had someone describe the non-evil drow, minotaurs, and other uncommon races described as "played out", as if the dwarves with beards and axes griping at the elves of the forests isn't itself cliche at this point. The small stable of relatively human races is seen as a bonus... provided they don't go outside "appropriate" for their species, that they're human-like is enough. Orcs and humanoids are rejected as above, but there's also examples like Lizardfolk (who have always been Neutral, if cannibals) who are part of the world, but considered too out there for PCs.

The Pratchett-inspired game eschews this; while golems are unusual in Ankh-Morpork, and certainly powerful (more powerful than you might want in a low-level game), Warforged are a similar idea, but rendered playable. Tabaxi represent a different kind of character than "short and resistant to magic in some way". Dragonborn evoke the namesake of the game, again providing a different sort of character to play. That these exist don't invalidate the options to play elves, dwarves, and halflings. A Pratchett-inspired game will have a more cosmopolitan approach to races, both in terms of racism (as above),

Tuesday, October 24, 2023

Athasian Gith [Dark Sun]

 So, Voidwalker on the Piazza wanted to do more with Athasian gith; he likes the githyanki, and was disappointed by the ones in Dark Sun, who are these crazy, semi-reptilian raiders, with little in the way of culture or hooks. He asked for a bit about them; being bored that day, I whipped something up. A lot of this is drawn from the Black Spine adventure for 2e, but, of course, I had to riff off 4e's Dark Sun Campaign Setting.

 ***

Gith society is centered around Mount Narran; while there are "wild gith" throughout the Tablelands, but the cultural center is Mount Narran. This is also where you'll find most of the "high gith", who look more like the standard githyanki. Their own name for themselves is the Githrathki, or "Gith of the Cracks", referring both to the phrase jez'rathki, "seeping through the cracks", which means plane shifting, and for the fact that they survived the cracking of worlds and minds. The standard gith is githrevrykal, or simply "githrev". For the most part, I'm not going to talk about the githrev; they're as outlined in the monster entry.

Githrathki are few; only 3-5000 live on Athas. As with many people, they are divided into factions; the Gith'draa'zvir, or Gith of the Dragon's Breath, the Gith'tl'a'ikith, or Gith of the Sword Saint, and the Gith'vlaakith, or Gith of Death. These factions are contentious, but not often murderous-as-policy; all agree that the Githrathki are central, but they contend with each other for resources. There is a final faction, the gith'ghustil, or Gith of Healing.

Gith'draa'zvir are so named because one of their founders, one of the survivors of the githzerai attack, became a low-level dragon (well, 21st level is low for a dragon king...) soon before the disaster. This partially explains the appearance of the githrev; the power of the original Gith'draa touched and protected them, and resulted in them becoming more like a dragon... more reptilian. The Gith'draa'zvir do not suffer this; they are descended from those who survived the attack relatively untouched. The Gith'draa'zvir regard all Gith'draa as sacred, and THE Gith'draa, the original, is regarded as the Aldlishar, or "first among many." To the Gith'draa'zvir, the Gith'draa are the leaders and protectors of the Githrathki, and the natural leaders. Gith'draa'zvir have many defilers and psychics, all with the goal of becoming a Gith'draa themselves (the psychics will pursue a paragon path which gives them access to the necessary Arcane Daily power).

The Gith'draa'zvir have extraordinary influence on the githrev, and that is their main political power; the wild githrev bring them much in the way of plunder, which serves as githrathki trade. Through the githrevrykal, the Gith'draa'zvir gather much of the worked goods that the githrathki possess, but cannot, or do not, make for themselves.

Largest of the four factions is the Gith'tl'a'ikith. Led by gishes, they possess a dozen silver swords, passed down through the generations. The most conservative of the githrathki, they still hold true to the worship of Gith herself; their isolation from her is a temporary thing, and they seek to use resources to open a "pure" portal to the Astral Plane, which would allow them to rejoin the githyanki. Part of the reason they are the largest faction is that they have intermingled with the elite of the githrev; select members of the githrev will be promoted to the Gith'tl'a'ikith, and bred into the lines. This provides the Gith'tl'a'ikith with a much larger genetic stock, and results in many more births among them. The majority of Gith'tl'a'ikith are psychics, rather than wizards; their wizardry is usually ritual. However, their focus on planar travel means that they are often suppliers of water; they are keen on seeking out portals, and control those that allow them access to Water or Rain. They do not have a monopoly on water in the mountain, but they do exercise significant control.

The Gith'vlaakith are mostly necromancers and shadow wizards, and, perhaps surprisingly, control much of the agriculture of the githrathki. Using the githyanki facility with planar travel, they make contact with the spirits of the Gray and the Black, and so wield their magic without the possibility of defiling, and have a facility with making undead servants, who are then used for the drudgework of agriculture, often under the direction of non-wizard members of this faction. Githrev are regularly animated as corpses, as are non-gith slaves, but the animation of githrathki is contentious... Gith'vlaakith have no issues with being so used, but many among the Gith'tl'a'ikith and Gith'draa'zvir think that is not a proper use for the body of a githrathki; the Gith'tl'a'ikith burn their dead, and the Gith'draa'zvir are split between those who burn their dead, and those who are eaten by the Gith'draa. Animation of a githrathki of these factions is seen as an insult, and the most common reason Gith'vlaakith will be in contention with the others.

Lastly, there are the gith'ghustil. Many gith'ghustil are Clerics of Fire or Wind, or druids of the many spirits in the area. Their powers are vital to the survival of the githrathki, but they are marred by a central fact... they are survivors of the githzerai attackers, left behind in the aftermath. The githrathki themselves have very few clerics, and no druids. The ancestors of the gith'ghustil fled the epicenter of the attack, and found connection with the elements and the world of Athas. As githrathki society developed, the gith'ghustil stayed near, absorbing githrathki exiles and deserters into their small communities, often as servants or guards. The gith'ghustil have thus become mixed with githrathki, and are very rarely pureblooded githzerai. To the githrathki, the gith'ghustil serve as hermits and healers... outcast, but too useful to eradicate.

Only a few gith'ghustil exist, scattered in individual hermitages and two small villages.

****

4e stats for the races of Gith:

Githrev
Abilities: +2 Str, +2 to Con
Skills: +2 to Endurance
*Telekinetic Leap: (Encounter, move, psionic; githrev can fly 5 squares)
*Danger Sense: +2 to initiative
*Gith Mobility: When a power requires or forces movement of a githrev, they may slide 1 square after the movement

Githrathki (much like a standard githyanki for 4e)
Abilities: +2 Con, +2 Int
Skills: +2 to History, +2 Arcana
*Danger Sense: Githyanki gain a +2 bonus to initiative checks.
*Githyanki Willpower: Githyanki gain a +1 bonus to Will defense, and a +2 bonus to saving throws against charm effects.
*Telekinetic Leap: Githyanki gain the telekinetic leap racial power. Telekinetic leap is an encounter power that allows the user or a nearby ally to fly 5 squares.


Gith'ghustil (much like standard githzerai)
Abilities: +2 Constitution, +2 Wisdom
Skills: +2 Nature, +2 Heal
*Danger Sense: You have a +2 racial bonus to initiative checks.
*Defended Mind: You have a +2 racial bonus to saving throws against effects that daze, dominate or stun.
*Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.
*Iron Mind: You can use iron mind as an encounter power. (Encounter, Interrupt; Trigger by being hit; +2 to all defenses until end of next turn)

Friday, September 1, 2023

Star Wars d6 Life Path System

Hey, another thing I found when cleaning up old files!

The Life Path Character Creation System


Step 1) 1D in all attributes

Step 2) Upbringing: 6D in Attributes, 1D in skills. Equipment: Something cheap but useful. May include weapons or tools. Example: Sporting Blaster, Survival Pack, Medkit

Step 3) Education: 4D in Attributes, 2D in skills. Equipment: Something relatively expensive; good armor, a speeder bike, a droid, a heavily leveraged space ship.

Step 4) Early Career: 2D in Attributes, 4D in Skills. Equipment: Something useful, frequently a weapon.

Step 5) Buy and Sell equipment. Take 250cr as a base. Sell redundant background equipment for 100% of book price.

Now, your choices may make your attributes fail to meet species minimums. That's tough luck, unless some of your choices cause an attribute to exceed species maximum. Any pips or dice which exceed species maximums must be applied to any attribute failing to meet minimums, or wherever you like, if your species minimums have been met. Likewise, choices may exceed the 2D skill limit. In that case, you may apply them to other skills, or use them to acquire specializations.

Some samples are below; more will be added as I get the time and inclination.

Upbringing

Hutt Space
*1D+1 in Dexterity, Perception, and Strength, and +1 in Knowledge, Mechanical, and Technical.
*+1 in Brawling, Brawling Parry, and Pick Pocket.
*Equipment: Knife, 100cr

Jedi Youngling
 *1D Knowledge, Perception, Dex. 1D Control. +2 Mechanical, Technical, Strength
 *1D Willpower
 *Equipment: Medpac

Outer Rim
 *1D+1 to Perception, Dex, and Strength, and +1 to Knowledge, Mechanical, and Technical.
*1D Stamina
*Equipment: Macrobinoculars, Knife

Education

Jedi Padawan
 *+1D Dexterity, Knowledge. 1D Sense. +1 Strength, Perception, Mechanical
 *1D Lightsaber, 1D Control
 *Equipment: Lightsaber, astromech or protocol droid

Rural
*+1D to Str, Mech, and Tech, +1 to Knowledge, Perception, Dexterity
*+1D Blaster, 1D Repulsorlift operation
*Equipment: Sporting Blaster Rifle, Landspeeder or Speeder Bike

Speeder Thief
*+2D in Mechanical, +1D in Technical, and +1D in Perception
*+2 on Repulsorlift Operation, +2 Streetwise, +1 in Bargain and Security
*Equipment: Blaster Pistol or Hold-out Blaster, Speeder Bike

Early Career

Imperial Navy Crewman
*1D in Knowledge, 1D in Technical
*1D in Blaster, 2D in Capital Ship Repair, and 1D in Sensors
*Equipment: Commlink, Blaster Pistol, Imperial Uniform, Blast Helmet

Jedi Knight
*1D Alter, +1 Strength, Knowledge, Perception
*1D Lightsaber, Sense, Alter, Control
*Equipment: Lightsaber

Late-blooming Jedi
*1D in Control and Sense
*1D in Lightsaber, Starfighter Piloting, Starship Weapons, and Control.
*Equipment: Lightsaber (or 1000cr)

Tuesday, August 22, 2023

Mindhacks (Revision; Hackmaster)

MindHacks

Making the Most of the Least Mental Powers


Psionic powers are not unknown on Tellene, though they have nowhere near the level of study that the spells of mages do, nor the wide distribution of clerical magic, sorcery, or shamanism. Only scattered individuals and one group, the Disciples of Avrynner, study them in earnest, with much of the rest of Tellene ignorant of the potential of the mind. The Disciples of Avrynner have, over the centuries since Avrynner’s execution, developed a body of theory and lore regarding psychic powers, which forms the backbone of the discussion of those powers. While it is possible that other schools of psionics have or will develop their own language for discussing these abilities, the framework of the Disciples is adequate.

For most people, psionic power is innate and somewhat personal; as different as each mind can be, so are the powers that they produce, and the way those powers are organized in the mind that created them. However, psychic abilities can be developed through training with another psychic; it is an arduous process, learning to feel with a sense you do not possess, being trained by someone with an entirely different sense that they learned to use.

Psychic powers are accessed via first possessing the Psychic Ability Talent. This represents a character having a glimmer of psychic ability, but not having any specific, developed, powers. Some have this ability innately, or develop it spontaneously. For others, it is the result of long study. This mote of psychic ability manifests as a touch of precognition, reflexes only slightly faster than others will have. But this opens the door to further development of psychic powers.

Manifesting more potent psychic powers requires training in one of several psychic disciplines. Those psychics who have developed their talents more fully are able to achieve more, while those who devote themselves to several endeavors can achieve a wide variety of effects. Much like a fighter must choose between becoming a master of a single weapon, or competent with several, so must a psychic choose whether to focus their powers, or be widely capable. Much like a craftsman must choose between working in several mediums or specializing only in one, so must a psychic choose between becoming a virtuoso of a single psychic art, or a handyman capable of getting by in several.

The Disciples of Avryneer divide knowledge of powers into six levels; familiarity, which denotes a basic understanding, akin to an unskilled skill check. Next is Novice, where one has begun to study the basics, then Journeyman, Advanced, Expert, and Master. While these names largely mirror the categories of skill mastery, they are not achieved as a percentage; rather, these levels of expertise denote what one can do with the discipline. To somewhat reduce confusion, these are levels of expertise, rather than mastery.

Initial familiarity in a psychic discipline requires 6 BP. This grants access to some basic powers associated with that discipline, and provides the groundwork for all future advancement. Developing one’s first psychic discipline requires a further 10 BP for the first “tier” of power (as with skills, this is the “novice” level), 20 BP for the second tier (“journeyman”), 30 for the third (“advanced”), 40 for the fourth (“expert”), and 50 for the fifth (“master”); someone who is a master of a psychic discipline has devoted a significant portion of their development to using these powers. Developing one’s second discipline of psychic power requires more; 12 BP for Novice, 24 for Journeyman, 36 for Advanced, usw. One’s third discipline begins at 14 BP, the fourth discipline at 16, the fifth at 18, and the sixth at 20, each tier requiring the next multiple of the base cost. While some psychics will gain familiarity with multiple disciplines, few will progress past journeyman expertise of more than one.

Because psychic power is both relatively unstudied and a deeply personal manifestation of one’s mind, the boundaries of the disciplines are somewhat fluid. Unlike magery, with well-studied effects and discrete schools of thought, psychic power can manifest in several ways, and what some may consider a relatively logical and reasonable association of powers seems to others to be complete nonsense. Perhaps future generations will benefit from a more comprehensive psychic science, a type of magery that views today’s psychic powers as rank sorcery, but that is not today upon Tellene. Provided below are some sample disciplines that individuals may manifest:

Beguilement: Using psychic power to influence others, from gently guiding emotions to post-hypnotic suggestions.

Divination: Sensing the past and future.

Pyrokinesis: The manifestation of heat and fire through psychic power.

Somatics: Controlling the physical body through psychic discipline.

Telekinesis: Moving objects with one’s mind.

Telepathy: Communication with others, understanding their thoughts and feelings


Notably, Beguilement and Telepathy can share many of the same effects; a telepath can influence emotions, and a Beguiler might develop the ability to read minds. However, the Beguiler will find manipulation easier, because of how they approach their powers. Game Masters should be open to alternative psychic disciplines, but players should not be surprised if their all-encompassing powers are scaled back a bit by a GM.


Psychic Powers

Psychic powers are exhausting to use; each use of a psychic power is a Fatigue check, and exhausting yourself with profligate use of energy is a very real danger for a psychic. Experience and expertise can help with these, but the most successful psychics are either very wise, have fantastic constitutions, or both.

Using powers means creating the power from scratch (though polite players will develop a few beforehand, and keep track of ones they often use). The less powerful the ability, the less exhausting it is. To increase your likelihood to succeed, psychic feats can take more time, work at a shorter range, or have smaller effects. Each psychic feat is made from five parts: Concentration Time, Range, Duration, Area of Effect, and Effect. Concentration, Range, Duration, and Area of Effect are standard modifiers, while Effect varies depending on the discipline used. Each section adds a modifier, and all modifiers are totalled, then added to other fatigue factors for the fatigue test.

The die rolled for the fatigue test for psychic powers serves several purposes. First, it is a fatigue test, same as any other, rolled on a d20p, with a bonus for the expertise level with that psychic discipline. If the fatigue test fails, then the psychic will suffer the effects of fatigue (including lessened effects if the fatigue test would only fail one a 1). If the test succeeds, then the power is enacted. The die roll is also used to determine any saving throws necessary, with the psychic adding their expertise bonus.

If the test succeeds by less than 5, then the power succeeds and the psychic takes a 1 point wound and 1d10 fractional damage to both Wisdom and Constitution. If the power succeeds by 5 or more points, then no damage is taken.

Failure on the test means that the psychic becomes fatigued, the psychic takes a 1 point wound and 1d10 fractional damage to both Wisdom and Constitution, and that the psychic power fails unless the psychic chooses to take a separate wound equal to the number of points by which the power failed, along with 1d10 fractional damage to both Constitution and Wisdom for each point by which the power failed (so a failure by 5 points means 5d10 points to both Wisdom and Constitution).

If a 1 is rolled on the die, then there is no option to take damage and have the power succeed; the psychic simply takes a 1 point wound, and 10 points of fractional damage to Constitution and Wisdom from strain. If that 1 is still a success (possible with extremely easy psychic feats with experienced psychics), then the power still takes place.

Damage taken to Constitution and Wisdom due to psychic failures recovers at 10 points per day (each), provided no psychic powers are used on those days. If any powers are used, only 1d10 points are healed each day. If further damage to Constitution and Wisdom happens from botched psychic powers before the damage is completely healed, then any healing done is lost; the psychic must start again to heal all of the damage taken, including the partial damage already healed.

For example, Johnny Flame has a Base -7 Fatigue Factor, owing to a good Wisdom, Constitution, and some physical training. He is wearing light armor and a medium shield, giving himself a base Fatigue Factor of -6. Combining level and other bonuses, he has an expertise level with Pyrokinesis of +3, and an additional bonus of +1, for a total of +4 on the roll. If he wishes to instantly ignite a piece of paper across the room, his modifier is 5 (1 second concentration) + 4 (Medium range) + 2 (duration; he wants to make sure it completely burns) + 1 (target) + 1 (effect by discipline; Instantly Light Class A item), or 13. This is reduced by 6 due to his Fatigue Factor, and he has +4 to his die roll owing to his skill in Pyrokinesis. The power will succeed if his total is 7 or greater, and his +4 to the die roll means his die only needs to show a 3 or greater to succeed. If he rolls a 3-7, then he will take 1 point of damage, and 1d10 fractional damage to each of Constitution and Wisdom. If he rolls an 8 or more, he will take no damage. If he rolls a 2, then he takes a 1 point wound, 1d10 damage to his fractional Wisdom and Constitution, and can choose to take a second 1 point wound and another 1d10 damage to his fractional Wisdom and Constitution to have the power succeed, anyway. If he rolls a 1, he simply takes a 1 point wound and 10 points to his fractional Wisdom and Constitution.

If Johnny Flame had instead chosen to throw a bolt of fire at the man holding the paper, he would be facing a 12 difficulty power (reducing the duration to 1 second/Instant), meaning success on a die roll of 2 or more (12-6 v. d20p+4), but with the target receiving a Dodge saving throw against Johnny’s die roll + 4 (his expertise bonus). He would do 1d4p+3 damage, as a novice level power.


Concentration Time (Modifier)
20 minutes (1)
10 Minutes (2)
1 minute (3)
10 seconds (4)
1 Second (5)

The longer spent considering the use of a power, the easier it is to both prepare for the shock to the system that using psychic powers entails, and the more thoroughly the power can be developed. A power can be considered for as little as one second, allowing an instant response, or up to twenty minutes. During concentration, nothing can be done except for quiet meditation, conversation directly related to the problem, and a speed no greater than a walk. Defense during concentration drops to 1d12p against both ranged and melee attacks, and neither shields nor bonuses may apply (though shields still apply cover value, and a psychic may take cover behind a shield before concentration begins, and thereby gain its advantages). A psychic who is concentrating may drop concentration at any time to defend themselves or move more quickly, but loses any accumulated concentration time.


Range (Modifier)
Personal (1)
Touch (2)
Close (3)
Medium (4)
Long (5)

Range is the distance at which the power’s primary effect will take place. A psychic attempting to gain a clairvoyant vision of a distant place will have a far more difficult time than one attempting the same regarding an object in their possession. “Personal” range powers affect only the psychic. “Touch” range powers affect those that the psychic is in direct physical contact with. “Close” powers are those concentrated within ten feet of the psychic, and “Medium” range extends out to 60’, and Long range are effects within 300 feet.


Duration (Modifier)
1 second (1)
10 seconds (2)
1 minute/Momentary/Concentration (3)
10 minutes (4)
20 minutes (5)

Psychic feats do not have permanent or long-lasting effects; only effects designed to return something to its natural state (usually healing) have “permanent” effects. Such effects are termed “momentary”, though, and carry a more severe load than a power that lasts only an instant. Momentary effects can only take place once every minute; even with a team of psychics, there are limits to what can be achieved, and momentary effects need to “set” before they are considered finished. Effects that last for the concentration of the psychic are similarly difficult, and concentration on maintaining the effect is the same as concentration on producing a power, with the same limitations.


Area of Effect (Modifier)
Each Individual Affected (1)

Few psychic effects work beyond the level of one or several individuals; even the best of beguilers work best on small groups, or work to improve their own persuasiveness, rather than the gullibility of a number of people.


Effect by Discipline
Discipline effects add their level to the difficulty of psychic powers; effects from the Familiar line, the only effects available to rank amateurs, add +1. Novice expertise effects also add +1, Journeyman expertise effects add +2, Advanced +3, Expert +4, and Master level effects add +5 to the difficulty. Much like skills, one cannot use abilities from above one’s own tier; a novice of Animal Empathy cannot calm a savage beast, and someone merely familiar with pyrokinesis cannot cause a grand conflagration with the snap of their fingers. Since the difficulty of powers is determined by the line from which the power comes, and the bonus to use the power is based on the psychic’s expertise, many psychics find it useful to work below their maximum potential; a master of Beguilement who uses the ability of the Familiar line gains an effective +4 on their fatigue roll (+5 from their expertise, and -1 due to the difficulty of the power).

Many powers depend upon the expertise level of the psychic. The expertise level of the psychic adds a bonus equal to the difficulty modifier of powers of that level; when someone is merely familiar with the discipline, they have a +1 to this calculation; when they have a journeyman or greater expertise, the same power will have a greater effect. While expertise level is a set bonus, several abilities can add to activation roll; the psychic character class gains such a bonus as they increase in level, and the Natural Psychic talent also adds a bonus. These bonuses do not increase expertise level, and so do not increase what the psychic can accomplish, only the magnitude of their feats. Someone with a novice expertise in Pyrokinesis and the Natural psychic talent will be able to inflict 1d4p+1 damage with a firebolt, or achieve a DR of 2 against fire attacks, but will not be able to create 1d6p+1 firebolts, or instantly extinguish flames as a more experienced Pyrokinetic would be able to. However, they will roll at +2; +1 because of their Novice Expertise, and +1 from being a Natural Psychic

Note that these are not exhaustive lists of what can and cannot be done with psychic powers at the various levels of expertise, only illustrative. Someone familiar with Pyrokinesis is usually only considered a particularly adept fire-starter, but they may try to use psychic power to light objects on fire by sheer will… it simply won’t be the instant burn of even simple-to-light objects that a novice can achieve.

Beguilement: Using psychic power to influence others, from gently guiding emotions to post-hypnotic suggestions. Beguilers tend to have excellent Charismas, and, at the most basic level, can use psychic ability to bolster their existing ability. Nearly all beguilement powers allow a Mental saving throw.

Familiar: Beguilement can be used to reduce Resist Persuasion of the target by 5% per expertise level. Gentle suggestions (“You know you can trust me”) can be used to reduce the resistance of targets to further beguilement powers (equal to the psychic’s expertise level).

Novice: The psychic can adjust encounter reactions by their expertise level; if done before the other individual has a chance to react (because they do not notice the psychic, or the psychic enacts the power with a 1 second concentration), then it can be made permanent via a momentary duration; otherwise, the effective reaction will drop when the duration ends. Can cause a surge of emotions, similar to the Mage spells Enrage or Frighten.

Journeyman: The psychic can give simple, one-word commands that a target failing their save will follow for the duration, similar to the clerical spell “Command”.

Advanced: The psychic can effectively Charm (as the Mage spell) the target.

Expert: The ability to charm expands to include the equivalent of the mage spell Induce Fratricide, as the beguilement is powerful enough to overcome one’s usual objections.

Master: The psychic is able to replicate the mage spell Beguile Creature.


Divination: Sensing the past, present, and future. Divination of the past works best if the subject is present, and the duration determines how long of a vision the diviner receives. Divination into the future is incredibly difficult, with short-term divinations being useful for self defense, and longer-term divinations being more subject to change due to the butterfly effect. Note that while higher expertise abilities allow the detection of psychic powers and magic, these can still be deduced if viewed through divination; you may not know that Bob is charmed, but if you see a wizard cast a spell on him in your divination, then it might be reasonably inferred that’s why Bob is acting weird.

Familiar: The diviner can sense up to one day in the past, or one minute into the future. If precognition is used for defense, it provides a bonus to Initiative or Defense equal to the expertise level.

Novice: Up to one week in the past, or 10 minutes into the future. Can detect physical things beyond the psychic’s normal senses (effectively reducing penalties due to reduced senses by 5% per expertise level, or providing a bonus to skills such as Notice, Listen, and Scrutiny of 5% per expertise level).

Journeyman: Up to one month in the past, or 1 hour into the future. Can be used to shift the psychic’s point of view to a different point within range (seeing or hearing as if they were standing in another room, for example, or being able to taste the dragon without actually licking it). Can be used to offensively predict the future, providing a bonus to strike equal to expertise level.

Advanced: Up to one year in the past, or one day into the future. Can be used to detect the influence of psychic powers. Can be used to understand written text as if with the Mage spell Translate.

Expert: Up to one decade in the past, or one week into the future. Can be used to detect the influence of mage magic.

Master: Up to one century in the past, or one month into the future. Can be used to detect the influence of clerical magic.


Pyrokinesis: The manifestation of heat and fire through psychic power. Many powers in this discipline allow Dodge saves, and ignore armor. If a damaging power is given a duration, damage will reoccur every 10 seconds. Double the modifier for any duration over 10 seconds for damaging powers.

Familiar: Those familiar with Pyrokinesis can always function as if they have flint, steel, and dry tinder when using the fire-building skill. Can feed an existing fire with psychic energy, consuming no fuel while the power is in effect.

Novice: Damage from fire attacks is 1d4p+expertise level. Instantly light class A items. The psychic can gain DR against fire damage equal to their expertise level.

Journeyman: Damage from fire attacks is 1d6p+expertise level. Instantly light class B items. Extinguish 5’*5’ of fire per point of area of effect (so a 3 point area of effect modifier would allow extinguishing 75 square feet of fire).

Advanced: Damage from fire attacks is 1d8p+expertise level. The psychic can gain DR against fire damage equal to twice their expertise level.

Expert: Damage from fire attacks is 1d10p+expertise level. Instantly light Class C items.

Master: Damage from fire attacks is 1d12p+expertise level. Instantly light Class D items.


Somatics: Controlling the physical body through psychic discipline. This is very difficult to do to others; double the modifier for any range above personal.

Familiar: Successful use of Somatics adds the psychic’s expertise to Feats of Strength and Feats of Agility tests, or +5% per expertise level to skills that have Strength, Dexterity, or Constitution as relevant abilities (subject to GM approval; it is unlikely that your somatic powers will aid your Artistry to write a sonnet, though it may come in handy if you are a basketweaver).

Novice: Provide an Expertise bonus to Physical or Dodge saving throws when used, or gently promote healing, with 5% per expertise level added to First Aid skills (duration must match or exceed the critical care time of whoever is working on the subject.)

Journeyman: Provide a bonus or penalty to Strength, Dexterity, Constitution or Looks equal to expertise level. Such bonuses and penalties cannot be made permanent, nor can they cause attributes to exceed 18/00. Temporarily hamper the Strength, Dexterity, Constitution, or Looks of others by expertise level.

Advanced: Provide direct healing of a number of days equal to the expertise modifier (must have momentary duration for permanent healing). Directly heal strains, sprains, and hyperextensions (frequently caused by criticals or fumbles). Cause direct physical damage to a target equal to twice the expertise level (no DR).

Expert: Provide a bonus or penalty to Strength, Dexterity, Constitution or Looks equal to twice expertise level. Such bonuses and penalties cannot be made permanent, nor can they cause attributes to exceed 20/00. Repair damage to those attributes at 10% per expertise level. Directly heal tears and reattach severed but intact minor appendages (fingers, toes, ears), provided it is done immediately (within 10 minutes per expertise level).

Master: Heal broad systemic damage, such as that caused by poison or disease. This allows another saving throw against disease or poison, with another test for severity of disease, with a bonus equal to the psychic’s expertise level. Provide direct healing of a number of days equal to twice the expertise level (must have momentary duration for permanent healing).


Telekinesis: Moving objects with one’s mind. Attacks using telekinetically controlled objects are usually resolved using normal attack rolls, using the effective telekinetic strength and dexterity instead of the character’s actual strength and dexterity, and with a bonus to strike and defense equal to the activation bonus. Weapons thrown with telekinesis always gain a bonus to damage from their telekinetic strength, but throwing a weapon is instant; you cannot throw the same weapon repeatedly with a single activation. A psychic capable of lifting her own weight is also capable of vertical levitation; one capable of carrying their own weight is capable of flight. Movement in flight is similar to movement on the ground, with a walking pace in feet per second equal to their effective dexterity, modified by encumbrance based on their effective strength (someone who weighs 65 pounds can fly at Familiar level, but will be moving through the air as if Heavily encumbered by their own weight… including fatigue modifiers on other psychic powers).

Familiar: The telekinetic can function as those they have a 10/01 strength and 10/01 dexterity for telekinetic manipulations (telekinetic dexterity has no effect on Initiative).

Novice: Effective strength is 12/51, and effective dexterity is 12/01.

Journeyman: Effective strength is 13/51, and effective dexterity is 12/51.

Advanced: Effective strength is 14/51, and effective dexterity is 13/01.

Expert: Effective strength is 15/51, and effective dexterity is 13/51.

Master: Effective strength is 16/51, and effective dexterity is 14/01.


Telepathy: Communication with others, understanding their thoughts and feelings, and control of parts of the target’s mind. Unlike beguilement, this is seldom overt control, but simple editing that fits in with natural processes; where a beguiler can make the target their friend for a while, a telepath can cause their mind to simply note them as “not important”. Many telepathic powers are resisted with Mental saving throws, but powers with limited immediate harmful effect do not receive a saving throw.

Familiar: The psychic can accurately judge the feelings of another, providing a bonus to Charisma-based skills of 5% per expertise level.

Novice: The psychic can project feelings onto others, similar to the clerical spell Influence, Minor (including the second saving throw if there are severe repercussions for acting in the influenced manner). The psychic can also project thoughts or emotions to others for communication; such thoughts are recognized as being foreign communications, but the target will not necessarily recognize the psychic’s “voice” unless they have heard it before.

Journeyman: The psychic can accurately read the thoughts of others, similar to the 6th level mage spell “Mind Reading”. A similar effect can allow them to understand others' spoken words as if with the mage spell “Translate” (but they cannot understand written words). The telepath may also attempt to make a target sleep, as with the mage spell Doze, with a maximum affected hit points of 15 per expertise level.

Advanced: The psychic can begin to edit the thoughts of others in minor ways. This can be similar to Memory Wipe, Lesser or the clerical spell Innocuousness. The telepath can also limit access of the brain to the senses, similar to the mage spell of Inflict Temporary Blindness. The psychic can also use Telepathic Mute, as the mage spell of the same name, and attempt to negate Telepathic Mutes that others have placed (granting another saving throw with a bonus equal to the psychic’s expertise level).

Expert: Telepathy begins to allow for the broadcast of “mental noise”, reducing the target’s reaction times as though under the spell “Retard Reaction”, or cripple the mind of others, as under a “Paralysis” effect. Furthermore, devastating psychic attacks become possible, reducing Intelligence, Wisdom, and/or Charisma by the expertise level for the duration.

Master: The psychic can delve deeply into the thoughts of others, equivalent to the mage spell “Thought Probe.” Psychic healing (of attacks by the expert level power, or spells such as Idiocy, or temporary relief of quirks and flaws of a mental nature) is now possible, either countering temporary damage and penalties, or providing permanent healing of long-term effects (quirks and flaws may only be overcome by spending BPs).



Psychic Character Class

Some psychics go beyond mere dabbling in the psychic arts, and devote their lives to it. While many in this class are counted among the Disciples of Avrynner (and may refer to this class as Disciples), others develop their mind powers on their own, sometimes in secret (as psionic powers are illegal in some states, such as Pekal).

Those who are part of the psychic character class all possess the talent, Psychic Ability, for free. Furthermore, they find it much easier to learn and master psychic powers; familiarity costs only 3 BP per discipline, and the cost to master each discipline is halved (so their first discipline starts at 5, their second at 6, their third at 7, and so forth), as is the cost of the Natural Psychic talent(s). They gain their first mastery die in Psionic Lore at 1st level, and additional mastery in the Psionic Lore skill equal to their intelligence modifier (minimum 1) each level thereafter.

As psychics grow in skill, they are likewise able to better enact their psychic powers, gaining an activation bonus to all psychics powers. This bonus does not increase expertise, only the die roll. A novice telekinetic of great experience is still a novice telekinetic; but they are more likely to succeed with their powers and less likely to be fatigued.

This focus comes at a price, however. Psychic characters suffer from a small hit die, for though their constitutions may be tough, they suffer frequent damage due to the vicissitudes of psychic power use. They are likewise unpracticed with weapons, having given over great time to the study of their minds. While they have no penalties to learning proficiency with weapons, specialization begins at 10 BP per category, like a mage. They are likewise untrained in armor and shields but, unlike mages, have no inherent difficulty wearing or using armor or shields, save for their effects on fatigue.

Level

Hit Die (d4)

Attack Bonus

Activation Bonus

1

1

0

0

2

1+rr

0

+1

3

2

0

+1

4

2+rr

0

+1

5

3

+1

+2

6

3+rr

+1

+2

7

4

+1

+2

8

4+rr

+1

+3

9

5

+1

+3

10

5+rr

+2

+3

11

6

+2

+4

12

6+rr

+2

+4



Psionic Lore (New Skill)
Relevant Abilities: Intelligence, Wisdom
Cost: 20 BP
Universal: No
Prerequisite: None
Materials/Tools: Yes

Psionic Lore is the study of psionic powers, both their history, their theory, and their application. This skill is rare and expensive, with few available teachers and few available texts. Many psychics develop this knowledge on their own, leading to an idiosyncratic body of knowledge that has not yet been formalized into a true science.

The primary use of Psionic Lore is to identify the effects of psionic powers, but also to evaluate materials for psychic resonance; fetishmakers find that certain stones and crystals can be made to align with psychic abilities, enhancing their use. As the discipline advances, it may lead to the creation of permanent or semi-permanent psionic items.


Fetishmaker (New Proficiency) (10 BP)
Prerequisite: Psionic Lore of Average mastery or greater, Artistry (fetishmaking) of Average mastery or greater

Using stones, crystals, wood, and other natural materials, a knowledgeable person can create fetishes that will aid in using psychic powers. These fetishes are keyed to an extremely specific psychic power; the Concentration time, Range, Duration, Area of Effect and Discipline effect must be identical (though it can target another individual or group of individuals), and require a number of days and/or silver pieces in material equal to the total modifier of the fatigue test (minimum of 1 day of work and 1 silver piece of materials). Possessing the fetish provides a +1 to attempts to use that power, but the possessor must be able to use the power on their own merits.

For example, a fetishmaker creates a fetish that will enable a psychic to Charm five targets instantly. This means that the concentration time is 1 Second (5), the range is Medium (4), the duration is 10 minutes (4), the Area of Effect is 5, and the modifier from an advanced expertise effect, for a total modifier of 21. The fetishmaker must spend 1 day and 1 silver piece, and a combination of 19 days and/or silver pieces to create the fetish (he might spend 20 days and 1 silver piece worth of materials, 1 day and 20 silver pieces worth of materials, or any combination thereof where d + s = 21, and both d and s equal at least 1). A psychic possessing this fetish and the fetish proficiency for Beguilement can use the fetish to gain a +1 on their attempts to use the power… but only if the concentration time is 1 second, the range is no greater than medium, the duration is no more than 10 minutes, and there are no more than 5 targets being affected with a Charm effect.

Note that fetishes have no innate power of their own; they are a memory and concentration aid for psychics to use. The fetishmaker, or someone proficient in the fetish who has been trained by the fetishmaker, must show a psychic how to use a particular fetish before it can be used. It is also possible for a psychic Diviner to learn how to use a fetish, provided it has been used within the time the diviner can access, or the diviner uses an Advanced effect.


Fetish Proficiency (New Proficiency) (4 BP)
Prerequisite: Psychic Ability talent, familiarity with the discipline.

The psychic is familiar with the use of fetishes related to a single discipline. The fetishmaker, or someone proficient in the fetish who has been trained by the fetishmaker, must show a psychic how to use a particular fetish before it can be used. It is also possible for a psychic Diviner to learn how to use a fetish, provided it has been used within the time the diviner can access, or the diviner uses an Advanced effect.

Proficiency with a fetish applies only to a single discipline. Each discipline requires a separate proficiency. Those of the Psychic character class, and its multiclasses, may learn this proficiency at half cost (2 BP).


Natural Psychic (New Talent) (20 BP)
A natural psychic has an innate talent for a single psionic discipline, gaining a +1 bonus to their rolls to use psychic powers. While this will increase the die rolled, it does not allow the use of more advanced techniques; someone with this talent and a Novice expertise will only be able to use powers from the Familiar and Novice list, but will add +2 to the roll. This talent may be purchased multiple times, but each time must apply to a different discipline.


Psychic Ability (New Talent) (30 BP)

Prerequisite: 1st level or Novice Rank Psionic Lore.

Those possessing Psychic Ability talent have a bare ember of psychic ability, and are able to use their talent to sense danger a moment before it happens. This means that, regardless of their initiative die size, they are incapable of rolling the maximum value on the die; if their initiative die is a d12, both an 11 and a 12 count as having rolled an eleven. If their initiative die is a d4, then a 3 and a 4 are both counted as a 3. They may also now develop more advanced psychic powers with the expenditure of BP.

This talent may be purchased at character creation without prerequisite; the character simply developed psychic ability on their own. To purchase the talent at a later date requires an understanding of the basics of Psionics, represented by at least Novice mastery of Psionic Lore.