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S&W Psionics, Part II


Here's the section on psionic combat I promised. I'm a bit ambivalent about it, as it stands now, so I'd appreciate criticism that would improve it. I want it to remain fairly simple to use and I want to keep psionics as a side show by default, meaning that it never overshadows either melee or magic. Ideally, though, it should be easily changed to work as a substitute for magic in certain kinds of settings, so keep that in mind too. I'm also toying with changing the number of power points available by level, since, as written now, psionic combat would be difficult for low-level characters to engage in for very long. That's by design, but I do worry it might be too hard as written. Once again, comments and suggestions are welcomed and encouraged. The material in the quote box below is hereby designated Open Game Content via the Open Game License.

Psionic Combat
In addition to employing psionic powers (see below), psionic creatures can also engage in psionic combat with one another through the use of psionic attack and defense modes. Psionic combat functions similarly to melee and missile combat, with an attack roll made against a target's psionic armor class (PAC). If successful, attacks deal damage that reduce the target's current psionic power points, just as melee and missile attacks reduce the target's hit points. If psionic power points are reduced to zero, the psionic creature may no longer use psionic attack/defense modes or psionic powers. Such defenseless psionic creatures are even more susceptible to psionic attacks than are non-psionic creatures, as noted below.

Psionic Attack and Defense


All creatures, psionic and non-psionic alike, have a base psionic armor classs of 9. The creature's Wisdom bonus (if any) affects the PAC. Psionic attacks are treated as if made by a first-level character, meaning that a roll of 10 or more on 1D20 is necessary to succeed against PAC 9, adjusted by the character's Intelligence modifier (if any). A character's Charisma modifier may apply either to PAC or the attack roll, at the discretion of the player. The modifier may be shifted between the two on a combat-by-combat basis, but not within a single combat. Like melee and missile combat, creatures engaged in psionic combat must select weapons and armor for the occasion. Each round, players must choose an attack mode and/or a defense mode from among those available to their characters, provided they can pay the power point cost for using them. Power points are expended before the attack or defense is used, regardless of whether they prove successful. However, once activated, they may be maintained without any cost for the duration of the psionic combat. Activating a different attack or defense mode, however, requires the expenditure of power points, as does re-activating modes formerly maintained. Some attacks are more effective against certain defenses than are others. The following chart shows the bonus or penalty to the psionic combat attack roll.

Empty Mind Mind Thrust Ego Whip Id Insinuation Psychic Crush Mind Blast -3 1 -2 -5 3

Intellect Fortress 6 -2 1 4 0

Mental Barrier 1 -1 -4 3 -3

Thought Shield 4 -3 -1 2 -2

Tower of Iron Will 5 3 0 -3 -1

All psionic attack modes suffer a -8 attack penalty against non-psionic creatures, except for mind blast, which

gains a +4 bonus. Conversely, all attack modes gain a +8 attack bonus against psionic creatures who no longer possess any power points.

Attack and Defense Modes


Unless otherwise stated, all attack and defense modes affect only a single creature at a time. Likewise, a psionic creature can always raise a defense mode as a reaction in response to a psionic attack mode, even if he or she has already acted in the round, unless the creature no longer possesses any power points. Such a reaction requires the expenditure of power points, as usual, however.

Ego Whip
Attack Mode Range: 8ft Duration: Immediate Power Point Cost: 3 An ego whip targets the I or self and, overwhelming it with negative or vicious feelings that inhibit its ability to function properly. As such, this attack mode is only usable against a sentient being. A successful use of an ego whip deals 1d6 points of power point damage to a psionic target, while non-psionic creatures are stunned for 1d4 rounds.

Empty Mind
Defense Mode Range: Self Duration: Immediate Power Point Cost: 1 This defense mode induces a low-level meditative trance in which the mind of the creature using it becomes less distinct from the world around it.

Id Insinuation
Attack Mode Range: 120ft Duration: Immediate Power Point Cost: 3 Id insinuation attacks a target's basest instincts, freeing them temporarily from the control of his or her higher psyche in order to induce confusion. A successful use of this attack mode deals 1d8 points of power point damage to a psionic creature, while non-psionic creatures are stunned for 1d6 rounds.

Intellect Fortress
Defense Mode Range: Self Duration: Immediate Power Point Cost: 5

This defense mode summons the strength of the higher psyche to create a powerful bulwark against psychic attack.

Mental Barrier
Defense Mode Range: Self Duration: Immediate Power Point Cost: 3 This defense mode draws on innocuous, repetitive thoughts to shield the mind against unwanted intrusions.

Mind Blast
Attack Mode Range: 40ft. Duration: Immediate Power Point Cost: 9 This attack mode blasts the minds of all creatures in a 40-foot cone with mental energy, dealing 1D12 points of power point damage to a psionic creature. A non-psionic creature is more susceptible to mind blast than to other psionic attack modes. On a failed saving throw, a non-psionic creature is stunned for 3d4 rounds.

Mind Thrust
Attack Mode Range: 60ft Duration: Immediate Power Point Cost: 1 This attack mode shapes mental energy into a psychic blade with which to stab the mind of the target. This deals 1d4 points of power point damage to a psionic creature, while non-psionic creatures are stunned for 1 round.

Psychic Crush
Attack Mode Range: 25ft. Duration: Immediate Power Point Cost: 5 This attack mode uses neural impulses to assault the target's mind, thereby rendering mental activity more difficult. A successful attack deals 1D10 points of power point damage to a psionic creature, while a nonpsionic creature is stunned for 2d4 rounds.

Thought Shield
Defense Mode Range: Self

Duration: Immediate Power Point Cost: 1 This defense uses ephemeral, surface thoughts to protect the mind from attack.

Tower of Iron Will


Defense Mode Range: Self Duration: Immediate Power Point Cost: 5 This defense mode harnesses a creature's determination and mental resilience to fashion a psychic barrier so powerful that it can protect other creatures, psionic or not, within a 10-foot radius around the user, who gain the full benefits of this defense mode as if they were using it themselves.

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