Showing posts with label Addenda Psionica. Show all posts
Showing posts with label Addenda Psionica. Show all posts

Thursday, March 3, 2016

2 More Basic Psionics Abilities: Catapsi and Skate

This is another post in a series of additions for the Basic Psionics Handbook. Thus far, this has included: the celebrilith, some new powers (ectoplasmic form, detection of psionics, brain lock, mind trap), and yesterday's phthisic. The phthisic included a couple of powers that needed BXΨ write-ups, so here they are: catapsi (a synaptic static like power) and skate.



Catapsi
(telepathic major science)
Range: 0' (personal)
Duration: 1 round/psionic level
Area of effect: 30' radius

By manifesting this power, the psionicist generates psychic static, interfering with the ability of other psionic characters to manifest powers (the user is not affected by their own catapsi manifestation). Each time another psionic user attempts to manifest a psionic power within the radius of this power, they must make a successful psionic saving throw or the PSP cost of the power is doubled. This power does not effect psionic powers manifested outside the range of the catapsi or before the catapsi went into effect.

Because the PSP cost of the ability is effectively doubled, it affects the total number of powers the psionic character may have active at the same time; thus, a subject may not be able to manifest their highest-level powers. If manifesting a power would cause a manifester in the area of effect to exceed their available PSPs or spending limits, the manifestation fails automatically, but no PSPs are expended.



Skate
(psychoportative minor discipline)
Range: 0' (personal)
Duration: 2 turns
Area of effect: see below

This power allows the psionicist, another willing creature, or an unattended object (total weight up to 100 lb./level) to slide along solid ground as if on smooth ice. If the psionicist manifests skate on themself or another creature, the subject of the power retains equilibrium by mental desire alone, allowing them to gracefully skate along the ground, turn, or stop suddenly as desired. The skater’s land speed increases by 30'(10'). The subject can skate up or down any incline or decline that they could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal, and skating down a decline increases their speed by an additional 30'(10'). If the psionicist manifests skate on an object, treat the object as having only one-tenth of its normal weight for the purpose of dragging it along the ground.


Wednesday, March 2, 2016

New Basic Psionic Creature: Phthisic

Like the cerebrilith from a couple of weeks ago, this is not so much a "new" creature, as it is a B/X adaptation of an existing creature (using the Basic Psionics Handbook). As with the cerebrilith, you'll notice there are a couple of psionic abilities listed that don't appear in the Basic Psionics Handbook, and weren't part of the new powers post from the same week as the cerebrilith. Have no fear. Those abilities will be showing up on this blog in the next couple of days, including: catapsi and skate.



PHTHISIC

ARMOR CLASS: 6
HIT DICE: 6+6**
MOVE: 90'(30')
ATTACKS: 2 claws/1 bite
DAMAGE: 1-6/1-6/
1-6+special
NO. APPEARING: 1
SAVE AS: Fighter:6
MORALE: 11
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

PSIONIC ABILITIES
PSIONIC LEVEL: 6 (30 PSPs)
Attack modes: ego whip, mind thrust
Defense modes: mental barrier
Psychometabolic: S) cell adjustment
Telepathic: S) brain lock, catapsi
Psychoportative: D) dimension slide, skate



A phthisic is a living, breathing neurosis, wrung from the deepest part of a repressed mind and made flesh. These creatures are created with the use of a twisted form of psychic surgery known only by the most depraved and evil of psionicists. The sole goal of a phthisic is to feed on the mental energy of other beings, which can leave their mind permanently damaged.

A phthisic stands 10' tall and weighs 600 pounds. It vaguely resembles the person from whose mind the phthisic escaped, but is severely distorted (there is a base 25% chance, plus 5% per point of Intelligence, that someone who knows the individual from whom the phthisic was sprung will note the resemblance).

A phthisic that hits with its bite attack also deals 1d4 points of Intelligence damage (no saving throw). Victims of Intelligence loss will regain lost Intelligence at a rate of 1 point per 12 turns (2 hours). If this effect reduces the opponent’s Intelligence score to 0, the drain becomes permanent—the victim cannot think and is unconscious in a coma-like stupor. Permanently lost Intelligence points can be recovered through the use of psychic surgery.

A phthisic regenerates at a rate of 1 hit point per round, and cannot be permanently destroyed except by fire or acid. If a phthisic is damaged enough to kill it (reduced to 0 hit points), it will continue to regenerate and stand again to fight after 2d4 rounds.

A phthisic speaks the primary language of the mind that birthed it, usually common.

Wednesday, February 17, 2016

4 New Basic Psionics Abilities

As I mentioned yesterday in the post of the B/X celebrilith, there were some new psionic abilities coming to be used with the cerebrilith, but that don't appear in the Basic Psionics Handbook.

My favorite of these new abilities (which are B/X adaptations of SRD abilities) is definitely mind trap. If any of the players in my current game are reading this, be forewarned!

Name of AbilityChakra/Type (PSP cost)
Ectoplasmic Formpsychometabolic major science (3)
Detection of Psionicsclairsentient minor devotion (1)
Brain Locktelepathic major science (3)
Mind Traptelepathic major science (3)



Ectoplasmic Form
(psychometabolic major science)
Range: 0' (psionicist only)
Duration: 3 turns
Area of effect: personal

This psionicist and his or her gear becomes a partially translucent mass of rippling ectoplasm that generally conforms to the psionicist’s normal shape. The form allows the user to pass through small holes or narrow openings, even mere cracks, along with the items being worn and/or carried in hand before the transformation. This form also permits the psionicist to fly at a speed of 60'(20'), but negates the ability to run (at faster than normal speed).

In this form, the psionicist cannot use any other psychometabolic disciplines, any psychokinetic disciplines, or any combat modes which are telekinetic in nature (i.e., psionic blast, psionic crush, intellect fortress, tower of iron will). The duration of any psychokinetic discipline already in effect when the psionicist transforms will cease functioning immediately. Any armor worn becomes meaningless, although any bonuses to Armor Class from size or Dexterity still apply. Furthermore, in this form, the psionicist loses all supernatural abilities (if any), can’t speak, and cannot make any physical attacks, but takes half damage from any physical attack and is immune to poison.

The ectoplasmic form is subject to the effects of wind, and prohibits the psionicist from entering water or other liquid. The ectoplasmic form can’t manipulate objects or activate items, even those carried along with them. Continuously active items remain active, though in some cases their effects may be moot (such as items that provide AC bonuses).



Detection of Psionics
(clairsentient minor devotion)
Range: 60'
Duration: 2 turns
Area of effect: personal

This ability enables the psionicist to detect psionic auras within range and in line of sight. A psionic aura is given off by any active or permanent power, even on non-psionic creatures or items. Additionally, characters and creatures who possess psionic abilities (including wild psionics and phrenic creatures) possess psionic auras. Each round, the user can turn to detect psionics in a new area. If the psionicist is also using detection of magic, he or she can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The amount of information revealed by the manifestation of this power depends on how long the user stuides a particular area or subject.
1st Round: Presence or absence of psionic auras.

2nd Round: Number of different psionic auras and the strength of the most potent aura.

3rd Round: The relative strength (e.g., approximate psionic level of its strongest ability) and location of each aura.
Overwhelming Auras: Detection of an overwhelming aura (an aura that is 10+ psionic levels greater than the user of the ability) dazes the user for 1 round and the power ends. A dazed creature can take no actions, but has no penalty to AC.

Confusion/Concealment of Weaker Auras: Psionically charged locations, use of multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Lingering Auras: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength.



Brain Lock
(telepathic major science)
Range: 60'
Duration: by concentration*
Area of effect: 1 individual

With the use of this ability, the subject’s higher mind is locked away, leaving the subject dazed and unable to take psionic actions for the duration of the power. A brain locked subject is not stunned, so attackers get no special advantage against him. The type of creature that may be affected is based on the user’s psionic level as outlined below:
Psionic LevelType of Creature Affected
1-4small-to-medium humanoid
5-8as above, or an animal, giant, magical beast, or monstrous humanoid
9-13 above, or a dragon or elemental
14+as above, or an aberration or outsider
The target is allowed a psionic saving throw to avoid the effect.



Mind Trap
(telepathic major science)
Range: 0' (psionicist only)
Duration: 2 turns (see below)
Area of effect: see below

The psionicist is able set up a trap in their mind against psionic intruders. Anyone who attacks the psionicist with a psionic attack mode immediately loses 1d6 PSPs. This power’s effect does not negate the combat mode that is currently being used against the psionicist, and the opponent gets no saving throw to avoid the PSP loss. The trap only works against a single attack; once the trap is sprung, the duration ends.

Tuesday, February 16, 2016

New Basic Psionic Creature: Cerebrilith

Well, I know this is not so much a "new" creature, as it is a B/X adaptation of an existing creature (using the Basic Psionics Handbook). You'll notice there are a few psionic abilities listed that don't appear in the Basic Psionics Handbook. Have no fear. Those abilities will be showing up on this blog in the next couple of days, including: ectoplasmic form, detection of psionics (a weaker form of psionic sense), brain lock, and mind trap.



CEREBRILITH

ARMOR CLASS: 6
HIT DICE: 8+8**
MOVE: 120'(40')
ATTACKS: 2 claws/1 bite
DAMAGE: 2-12/2-12/2-12
NO. APPEARING: 1-4
SAVE AS: Fighter:8
MORALE: 10
TREASURE TYPE: F,G
ALIGNMENT: Chaotic

PSIONIC ABILITIES
PSIONIC LEVEL: 8 (40 PSPs)
Attack modes: id insinuation, ego whip, mind thrust
Defense modes: mental barrier, thought shield
Psychometabolic: S) ectoplasmic form
Clairsentient: D) detection of psionics
Telepathic: S) brain lock; D) domination, mind trap



Cerebriliths are abyssal demons that appear as a gangly, slimy, ogre-sized humanoid with no neck, an elongated skull, and a protruding jaw. Its exposed and elongated brain can be seen under a lattice of spinal bones that extend from the creature’s brow to the middle its hunched back. They normally move around on all fours but will stand erect during combat.

Although they possess powerful physical prowess, Cerebriliths favor psionic attacks, usually beginning a battle by launching a furious barrage of ego whip and id insinuation attacks.

Cerebriliths are immune to electricity and poison, and take half damage from acid, cold and fire. They possess an innate telepathic ability with a range of 120', and have infravision to 90'.

Cerebriliths possess the following spell-like abilities which they may use 1×/day each (as MU spells): darkness, detect good, dispel good, and teleport (self plus 50 pounds of objects only). Additionally, once per day, a cerebrilith can attempt to summon 4d6 dretches or another cerebrilith with a 35% chance of success (this ability is the equivalent of a 4th-level spell).

A cerebrilith cannot be raised, reincarnated or resurrected, though a limited wish, wish, miracle, or true resurrection spell can restore its life.

Thursday, January 28, 2016

Basic Psionics: Additional Treasure Types

In looking at some developing/adding some new psionic monsters to the mix (especially with an eye towards what kind of psionic adventure I might run at NTRPGCon), I was considering the addition of some new treasure types to the B/X mix. Any feedback on these is appreciated.

W: as “A” but with 30% chance of any 3 psionic items (replacing chance of magic items)

X: as “C” but with additional 10% chance of any 2 psionic items (in addition to chance of magic)

Y: as “I” but with 15% chance of any 1 psionic item (replacing chance of magic item)

Z: all coins and magic items as “Nil”, with 50% chance of 1-4 power stones


Don't forget the Basic Psionics items are now available in print! >>



Thursday, October 29, 2015

Free PDF Download:
New Psionic BX Character Class - Dromites

Here's another psionic character class for you, this time downloadable as a PDF. Dromites already appear in the monster section of the Basic Psionics Handbook, but they seem a natural fit for a BX character class (and are already a playable race in newer game editions).

Click here to download the Dromite character class PDF.

Click here to buy the Basic Psionics Handbook at a special introductory price. (The price will go up when the print copies are released for sale in a little over a week).

Other additional psionic classes:
The Devine
The Savant
The Sauteur