| The system
presented in the Complete Psionics Handbook for Psionic characters, while
a good system, lacked in certain areas. For instance, a high-level psionicist
using a particular power was no more proficient than a low-level psionicist
using the same power. True, high-level psionicists had more powers to choose
from, and more psionic strength points (PSPs) to work with, but for an
initial attack (which was often very important) a low-level psionicist
could be equally deadly.
Conversely, the Psionics system detailed in Player's Option: Skills and Powers, although it did fix the problem by giving Psionicists MTHAC0 scores instead of power scores for their abilities, created a whole new set of problems with several aspects of psionic characters. For instance, the Psionic Attack and Defense modes were constructed so that Psionicists that did use them were worse off than if they hadn't. What I have written here provides a good "fix" for most of the rules-discrepancy problems associated with Psionics. There will still be other problems... namely, many DMs and players refuse to incorporate Psionics into their campaigns, claiming that it's too unbalancing. I disagree, and intend to use the system presented here to give ordinary characters a chance against Psionicists, as well as giving Psionicists abilities that make them more balanced... that is, less powerful at lower levels and more powerful at higher levels, as well as "cleaning up" those abilities that provided more harm than good when used. |
Psionicist Requirements
The Psionicist must
meet or exceed the following ability score requirements: Con 11, Int 12,
Wis 15. The Prime Requisites are Wisdom and Constitution. Any races are
allowed to be Psionicists, although some have more difficulty advancing
than others. Humans have unlimited advancement as always. Half-elves, half-orcs,
half-ogres, Aasimar, Tieflings, Genasi, and other half-human characters
enjoy a level limit of 13. Githzerai can achieve 16th level without hindrance,
and they may be chaotic without hindrance, unlike other races of Psionicists,
who may not be. Githyanki can theoretically reach this level, but their
lich-queen hinders their advancement, destroying any that surpass a certain
level of power. They can also be chaotic Psionicists without hindrance.
Elves, while many do not have the mental discipline to learn The Way, have
quite a bit of patience (due to their long lives) to study the art of Psionics,
and have a level limit of 11. Halflings can achieve 10th level, while Dwarves
and Gnomes can only achieve 8th. DMs may decide to give Psionic abilities
to other powerful, very intelligent creatures such as Yugoloths, but they
will be psionic monsters and won't actually have the Psionicist class.
Mental Attack Rolls
Psionicists utilize
mental attack rolls instead of Power Scores to successfully initiate their
Psionic powers. They have an MTHAC0 score (which may have bonuses or penalties
deending on the situation and the Psionicist's condition), and the psionic
power being used has an MAC score. The Psionicist rolls a 1d20, and if
the result is equal to or more than the MTHAC0 score minus the MAC score,
it succeeds. (This is the same as THAC0 and AC.) In the case of psionic
attack modes, it is the target that has an MAC score, not the attack. Psionic
defense modes do not require a mental attack mode and initiate automatically,
generally improving the user's MAC vs. certain psionic attack modes.
| Optional Rule: Chaotic Psionicists
Under the old rules, being Chaotic caused Psionic characters to lose their powers, something which made a bit of sense in that it takes discipline to be a Psionicist, but considering the number of chaotic monsters with Psionic abilities, isn't really justified. Under these rules, Psionicists may be chaotic without as much of a problem. Such characters (except Gith-related creatures) must still spend two hours a day meditating and focusing their mind. If they miss a day, they get -2 to all psionic attack rolls and rolls made against them get +2. Every additional day they miss increases the penalties by one until all their abilities become virtually useless. After a week without meditating, they cease to gain experience in the Psionicist class. If the character spends a total of six hours in deep meditation (which requires complete isolation) for each day he loses, he may slowly recover his ability as a Psionicist. Characters that are unconscious for an entire day are not required to meditate. |
Psionic Strength Points
Psionicists use their powers by expending psionic strength points (PSPs). At first level, a Psionicist has a base of 15+2d4 PSPs, plus any bonuses he recieves for high Wisdom, Intelligence, or Constitution scores (see table P1 below.) On every level from second to ninth (inclusive) the psionicist gains 4d4 PSPs, plus the bonuses for high ability scores. On levels 10 and up, the psionicist only gains 3d4 PSPs per level, and only gains Intelligence and Constitution bonuses every other level. (Every even level, he may gain bonuses from Constitution, and every odd level he may gain bonuses from Intelligence.) He gains bonuses from high Wisdom every level. Contact and other NWPs
|
Psionics and Proficiency slots
Psionicists gain two
weapon proficiency slots at first level and one more at every fifth level.
(5,10,15,20, etc.) The penalty for using weapons they aren't proficient
with is -4. They start with 3 nonweapon proficiencies and gain one every
three levels. If you are using character points, they start with 6 character
points for nonweapon proficiencies, and 6 for weapon proficiencies; weapon
proficiency slots cost 3 cps.
Additional Psionicist Benefitis
Psionicists get a
+2 bonus to all saving throws vs. mind-affecting spells like Fear, Emotion,
and Charm, and also to any other enchantment/charm spells. This is in addition
to bonuses for his high Wisdom score. When he reaches 9th level, he becomes
a "contemplative master" and gains followers, almost all of which will
be first or second-level psionicists. They arrive each month to study with
the master. If he has a sanctuary, an amount of followers equal to the
average of Charisma score and his level will come. (Thus, more followers
may come as he rises in level.) If he does not build a sanctuary, only
half of this amount will arrive. They want to learn, and will serve in
any capacity necessary if he tutors them at least 10 hours a week.
| Ability Score | Base MAC | MAC/MTHAC0 Adj. | PSP Adj. | This table is used for multiple aspects of a Psionic character. The Base MAC is affected by the character's Wisdom score. The MAC adjustment is based on Intelligence and Constitution (reference each on the table and make the adjustments to the character's MAC.) The MTHAC0 adjustment is based on whatever ability score the psionic power in question is based on, except in the case of Psionic attack modes, for which the modifier is applied for both Wisdom and Intelligence. The MAC/MTHAC0 adjustment is a bonus at high scores and a penalty at low scores, and should affect the character accordingly. Psionic characters reference the far right column, PSP adjustment, for each ability score that applies. Which ones apply is detailed in the description of that class. |
|---|---|---|---|---|
| 3 | 14 | +4 | -4 | |
| 4 | 13 | +3 | -3 | |
| 5 | 12 | +3 | -2 | |
| 6 | 11 | +2 | -2 | |
| 7 | 11 | +2 | -1 | |
| 8 | 10 | +1 | -1 | |
| 9 | 10 | 0 | 0 | |
| 10 | 10 | 0 | 0 | |
| 11 | 10 | 0 | 0 | |
| 12 | 10 | 0 | 0 | |
| 13 | 10 | 0 | 0 | |
| 14 | 10 | 0 | 0 | |
| 15 | 10 | 0 | +1 | |
| 16 | 9 | -1 | +2 | |
| 17 | 8 | -2 | +3 | |
| 18 | 7 | -2 | +4 | |
| 19 | 6 | -3 | +5 | |
| 20 | 5 | -3 | +6 | |
| 21 | 4 | -4 | +7 | |
| 22 | 3 | -4 | +8 | |
| 23 | 2 | -5 | +9 | |
| 24 | 1 | -5 | +10 | |
| 25 | 0 | -6 | +11 |
Jedi Requirements
The Jedi must have
at least 9 Strength, 9 Dexterity, 9 Constitution, 14 Intelligence, and
15 Wisdom. Prime Requisites are Wisdom, Intelligence, and Strength. Jedi
can start their adventuring career with any nonchaotic alignment, but by
5th level must either be LG, NG, LE, or NE. (Githzerai and Githyanki may
be chaotic without penalty, but still must choose Good or Evil by 5th level.
Chaotic Jedi of other races are not permitted, even if they meditate as
described above under the Psionicist class rules.) Humans have unlimited
advancement as Jedi. Aasimar, Genasi, Githzerai and Githyanki may rise
to level 14. All other races may rise only to level 10 without hindrance.
Any race can train to be a Jedi; after all, Yoda looked a lot like a goblin,
didn't he?
Jedi Equipment
A Jedi has the same
selection of armor as a Psionicist, and the same penalties for using heavy
armor. Unlike a Psionicist, however, a Jedi knows how to use the
heavy armor, and if he wishes to accept the penalty to MTHAC0, he may use
the armor without special training. A Jedi may use any weapon they have
spent a proficiency slot on. They start play with 3 weapon proficiency
slots and get another one every three levels. Their nonweapon proficiency
slots are the same as a Psionicists' (start with 3 and gain one every 3
levels), but unlike a Psionicist, they must use one of these slots to take
the Contact proficiency. (It is required, not a bonus.) If character points
are being used for proficiencies, they start with 6 for weapon proficiencies,
but a slot only costs 2 character points. They also start with 6 for NWPs.
Jedi Abilities
A Jedi's MTHAC0 and
his THAC0 both advance at the same rate as a priest's THAC0, and he uses
a d8 for hit points. At first level, a Jedi has a base of 12+2d4 PSPs,
plus any bonuses he recieves for high Wisdom, Intelligence, or Constitution
scores (see table P1 above.) On every level from second to ninth (inclusive)
the Jedi gains 3d4 PSPs, plus the bonuses for high ability scores. On levels
10 and up, the Jedi only gains 2d4 PSPs per level, and only gains Intelligence
and Constitution bonuses every fourth level. (Every even level that is
not a multiple of four, such as 10, 14, 18, etc., he may gain bonuses from
Constitution, and every level that is a multiple of four, he may gain bonuses
from Intelligence.) He gains bonuses from high Wisdom every odd level.
Jedi may gain hit
point bonuses of greater than +2 per die if their constitution score is
high enough to warrant this, but they do not inherently have the capacity
for exceptional strength scores. They have access to the Psionicist and
Warrior nonweapon proficiency groups without paying extra character points
or slots.
Jedi are more limited
in their Psionic progression than true Psionicists. Their first, primary
discipline must be Telepathy. Their second and third must be Psychometabolism
and Psychokinesis, not necessarily in that order. They may choose the order
of the rest.
Apprentices, Masters, and the Council
During the early part
of his career a Jedi is the apprentice of another Jedi. The teacher may
instruct the student to do a number of things, and while the student might
question the Master, he is expected to go along with the Master's wishes.
The Council frowns upon Masters who constantly make unreasonable requests,
but they encourage Masters to challenege their pupils. A Jedi becomes a
Master sometime between reaching 8th and 15th level. The Council of Jedi
Masters which decides exactly when the character is worthy. Masters almost
always have one apprentice, and never have more. The apprentice will most
likely be a first level Jedi who will stay with the Master until reaching
an appropriate level of experience. Then, the student becomes a master
and is given a student of his own, and the former master may take a second
student. Jedi Masters on the council do not have apprentices. The council
and those Masters affiliated with it consists entirely of good-aligned
Jedi.
Some evil Jedi operating
apart from the council are known as Sith Lords. They operate with a similar
apprentice/master structure, but little is known about any further organization
of these evil Jedi. There are Jedi both evil and good that affiliate themselves
neither with a Council or with the Sith Lords. Such Jedi can gain experience
and powers independantly, but they have a 40% penalty to their experience.
(They only add 60% of the experience they earn to their total.)
| Exp. Level | Exp. Points | Hit Dice, d6(d8) | Disciplines | Sciences | Devotions | Psi. Att/Def |
|---|---|---|---|---|---|---|
| 1 | 2,200 (2,400) | 1 | 1 (1) | 1 (1) | 3 (2) | 1/1 (1/1) |
| 2 | 4,400 (4,800) | 2 | 2 (1) | 1 (1) | 5 (4) | 1/1 (1/1) |
| 3 | 8,800 (9,600) | 3 | 2 (2) | 2 (1) | 7 (5) | 2/2 (1/1) |
| 4 | 16,500 (18,000) | 4 | 2 (2) | 2 (2) | 9 (7) | 2/2 (1/2) |
| 5 | 30,000 (32,500) | 5 | 2 (2) | 3 (2) | 10 (8) | 3/3 (2/2) |
| 6 | 55,000 (60,000) | 6 | 3 (2) | 3 (2) | 11 (9) | 3/3 (2/2) |
| 7 | 100,000 (110,000) | 7 | 3 (2) | 4 (3) | 12 (10) | 4/4 (2/3) |
| 8 | 200,000 (220,000) | 8 | 3 (3) | 4 (3) | 13 (11) | 4/4 (2/3) |
| 9 | 400,000 (440,000) | 9 | 3 (3) | 5 (3) | 14 (12) | 5/5 (3/3) |
| 10 | 600,000 (660,000) | 9+2 | 4 (3) | 5 (4) | 15 (12) | 5/5 (3/4) |
| 11 | 800,000 (880,000) | 9+4 | 4 (3) | 6 (4) | 16 (13) | 5/5 (3/4) |
| 12 | 1,000,000 (1,100,000) | 9+6 | 4 (3) | 6 (4) | 17 (14) | 5/5 (3/4) |
| 13 | 1,200,000 (1,320,000) | 9+8 | 4 (4) | 7 (5) | 18 (14) | 5/5 (4/5) |
| 14 | 1,500,000 (1,650,000) | 9+10 | 5 (4) | 7 (5) | 19 (15) | 5/5 (4/5) |
| 15 | 1,800,000 (1,980,000) | 9+12 | 5 (4) | 8 (5) | 20 (16) | 5/5 (4/5) |
| 16 | 2,100,000 (2,310,000) | 9+14 | 5 (4) | 8 (6) | 21 (16) | 5/5 (4/5) |
| 17 | 2,400,000 (2,640,000) | 9+16 | 5 (4) | 9 (6) | 22 (17) | 5/5 (5/5) |
| 18 | 2,700,000 (2,970,000) | 9+18 | 6 (5) | 9 (6) | 23 (18) | 5/5 (5/5) |
| 19 | 3,000,000 (3,300,000) | 9+20 | 6 (5) | 10 (7) | 24 (18) | 5/5 (5/5) |
| 20 | 3,300,000 (3,630,000) | 9+22 | 6 (5) | 10 (7) | 25 (19) | 5/5 (5/5) |
Numbers in parentheses, of course, refer to the Jedi class,
while the other numbers refer to true Psionicists.
| If you've
used Skills&Powers Psionic rules, you may have noticed something fishy
about the psionic attack/defense system. The book eliminated tangents,
and introduced "open and closed minds," defined by whether or not the target
has any PSPs left. With no PSPs, his mind is forced open. This is an interesting
idea, but with the way PO:S&P set it up, participating in Psionic combat
almost assuredly caused you to lose more PSPs than the opponent. Your best
bet was to take the "Mental Armor" proficiency a couple times to improve
your MAC, and hope that the guy you're combatting wears his own PSP total
down faster than yours. Note that this strategy does not include activating
Psionic Defense modes... these generally do more harm than good to your
MAC... and they also take PSPs from you, possibly more than the attack!!
Something has to be done. The most obvious solution would be to forget this system and bring Tangents back, but I have a different idea. |
Tangents and Thresholds
Psionicists
can use telepathic powers on someone by achieving a certain number of tangents
or by forcing open their mind (by reducing their PSP total to zero.)
Each time a psionic attack succeeds against a target, it creates one tangent
and does psychic damage (reduces the target's PSP total). Non-telepathic
powers, such as Molecular Agitation, can be used against opposing Psionicists
without having to establish contact, and willing recipients of benign powers
such as Mindlink can be contacted without attacking them psionically.
Of course, some characters
are more difficult to contact than others. This system introduces a concept
called the "tangent threshold." Contact no longer requires precisely three
tangents; instead it requires a number of tangents equal to the threshold
of the character to be contacted. Psionicists and Jedi have a base threshold
of four. Every six levels a Psionicist build up his mental defenses enough
to raise his threshold by one. (At levels 1-6 it is four, at levels 7-12,
five, at levels 13-18, six, etc.) With Jedi, this is a bit slower, and
it takes ten levels. (At levels 1-10 the threshold is four, 11-20, five,
etc.) Wild talents are more proficient in Psionics than the average man,
but they don't really train in its use. A Wild Talent has a threshold of
two, and gaining levels does increase this value. A regular person with
no Psionic ability has a threshold of one (therefore a single successful
attack means contact.)
Tangents apply only
to the one character that has gained them. If you're being attacked by
three psionic githyanki and one achieves contact by making enough tangents
to your mind, the others must still make psionic attacks until they've
contacted you. (Unless the one uses a power such as Domination on you that
forces you to do his bidding, and instructs you to open your mind.) By
reducing an opponent's PSP total to zero, however, anyone can access his
forced-open mind.
Mental Armor Proficiency
Mental Armor is a
nonweapon proficiency that any character class can take to boost their
resistance against psionics. One proficiency slot of Mental Armor is equivalent
to 3 cps. A Psionicist or Jedi who takes this proficiency gets a -2 bonus
to their MAC for each slot they spend on it. Wild talents and nonpsionics
get only a -1 bonus per slot, but if one of these characters spends at
least two slots on Mental Armor, their tangent threshold is increased by
one. (This threshold bonus can only be gained once per character, and furthermore
Psionicists and Jedi cannot gain it... they are assumed to already be proficient
in that aspect of the proficiency.)
Metapsionics
Skills & Powers
eliminated the Metapsionics discipline. I feel that it should remain a
distinct, sixth discipline... many of the powers included in Metapsionics
are truly above and beyond what the other disciplines should be able to
include. Things like Empower, Receptacle, and Split Personality are special
and should require a seperate discipline to use.