Friday, October 30, 2015

New BX/LL Psionic Abilities [Part 1]

When Welbo and I were discussing which abilities to include in the Basic Psionics Handbook, we had a couple of goals in mind: 1) we wanted to keep the list of disciplines as much like the original (OD&D/AD&D) lists as possible, and 2) we wanted to keep the disciplines balanced by Chakra (in case people used relational or wild attainment, we wanted each group to have the same number of available abilities, so any single category didn't feel like it might be slighting the character that chose it). That being said, one of the things I'm currently working on is working through the psionic abilities in the SRD and working to convert some of them for use with the Basic Psionics Handbook. Today, I present a few of them here for you. I plan on a couple of more posts like this, but am not sure how many (so we'll just call today's post "Part 1").



Psychometabolic Abilities (Root Chakra)

MAJOR SCIENCES

Affinity FieldRange: 0' (psionicist only)
Duration: 1 rd./psionic level
Area of effect: 20' radius
This ability creates an affinity feedback loop between the psionicist and all creatures (friendly or hostile) within the area of effect. While the duration lasts, affected creatures take all damage (including ability damage) and heal all wounds as the psionicist does. Hit points gained or lost persist after this duration ends. Creatures in range are also subject to magical and psionic effects of 3rd level or lower. Creatures that have an affinity with the psionicist gain a saving throw against each harmful effect transferred through the affinity field as if the power were manifested upon them normally. All magical and psionic effects transferred to subjects fade at the end of this power’s duration, although instantaneous effects remain. If the psionicist suddenly becomes immune to a particular effect or power, that immunity cannot be transferred to creatures that have affinity with the psionicist. This duration of this ability begins on the round following its initiation.

MINOR DEVOTIONS

HustleRange: 0' (psionicist only)
Duration: see below
Area of effect: personal
With the use of this ability, the psionicist is able to move up to the his or her full movement for the round and use a psionic ability requiring concentration. The duration of the ability is 1 round per 3 psionic levels plus 1 round, beginning on the round after this discipline is initiated.


Clairsentient Abilities (Sacral Chakra)

MINOR DEVOTIONS

Anchored NavigationRange: 0' (psionicist only)
Duration: 6 turns
Area of effect: personal
Allows the psionicist to know where he or she is in relation to a fixed starting point, which is essential for setting up a mishap-free teleport beacon. While the duration lasts, the user is aware of his or her exact distance and route (physical or psychoportive) back to a fixed starting point. The “anchored” starting point is the exact location when the power was initiated. To designate other anchored starting points, the psionicist must manifest this power multiple times and be present at the desired locations when this is done. This ability allows users the ability to retrace their steps through a maze automatically while the power lasts, without resorting to a map. The use of anchored navigation is confined to the plane of existence where it was initially manifested.


Psychokinetic Abilities (Plexus Chakra)

MAJOR SCIENCES

Concealing
Amorpha, Greater
Range: 0' (psionicist only)
Duration: 3 turns
Area of effect: 20' radius
As the psychokinetic minor devotion concealing amorpha, but the ability grants the user total concealment. Attackers cannot target the psionicist directly (in combat or with targeted spellcasting); they may only attack into the general area where they believe the user to be located, with a 50% chance of failure, even on a successful “to hit” roll. This same chance to “miss” also applies to targeted spellcasting, but not area effects.

MINOR DEVOTIONS

Concealing AmorphaRange: 0' (psionicist only)
Duration: 3 turns
Area of effect: 20' radius
Using concealing amorpha, the psionicist weaves a quasi-real membrane around themself. The psionicist remains visible within the translucent, amorphous enclosure. The distortion provided by the rippling membrane encasing the psionicist’s form grants the user with concealment. In combat, opponents have a 20% chance of missing the user, even on a successful “to hit” roll. This same chance to “miss” also applies to targeted spellcasting, but not area effects.

When covered by the membrane, the psionicist can pick up or drop objects, easily reaching through the film. Anything held by the psionicist is enveloped by the amorpha. Likewise, the user can engage in melee, make ranged attacks, and manifest powers without hindrance.


Telepathic Abilities (Heart Chakra)

MINOR DEVOTIONS

Bestow PowerRange: 30'
Duration: instantaneous
Area of effect: 1 psionic creature
Allows the psionicist to link his or her mind with another psionic creature’s mind, creating a brief conduit through which mental energy (PSPs) can be shared. With a single use of this ability, the psionicist may transfer from his or her reservoir to the recipient a number of PSPs, not to exceed the user’s psionic level. Furthermore, the recipient's PSP reservoir may not exceed his or her normal maxiumum. Due to the intimate nature of this power, it cannot be fabricated into a psionic item.


Psychoportative Abilities (Throat Chakra)

MAJOR SCIENCES

Call WeaponryRange: 0'
Duration: see below
Area of effect: 1 weapon (see below)
This ability allows the psionicist to call a weapon “from thin air” into his or her waiting hand. The weapon is, in fact, a real weapon hailed from another location in space and time. The psionicist need not see or know of a weapon to call it as it doesn’t call a specific weapon; the psionicist specifies only the kind of weapon. The weapon is made of ordinary materials as appropriate for its kind, but is distinctive due to its astral glimmer.

A called weapon is treated as a +1 magic weapon in regard to “to hit” rolls, but does not provide any damage bonuses. If a projectile weapon is called, it comes with 3d6 nonmagical bolts, arrows, or sling bullets, as appropriate. The weapon is usable only by the psionicist that called it, and may only be of a type usable by that psionicist (e.g., a mystic may call only a dagger, but a dromite may call any type of weapon usable by that character class). If a grip on the weapon is reliquinquished for 2 or more consecutive rounds, it automatically returns to wherever it originated. If handed to another character, the weapon return immediately. A melee weapon will remain for a duration of 1 turn. A projectile weapon will remain until the last projectile is fired or for a duration of 1 turn (whichever comes first)..

No comments:

Post a Comment