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Saturday, April 19, 2014

Back to the Dungeon Zine for LL/AEC Issue 5 released today!

BACK to the Dungeon ZINE

Issue 1.1


Issue 2


Issue 3


Issue 4


Issue 5


Sunday, April 6, 2014

Back to the Dungeon RPG Wizard and Sorcerer (FLAILSNAILS)

Tired of the one spell wonders? Try these casters of magic with the mixture of old school simplicity with new school options.

The very ancient order of wizards has existed for tens of thousands of years though civilizations ups and downs. Some say it was Wizards that brought the world to its near end at least more than once but that their knowledge and lore is lost to the ancient times. Now they are a fading memory with only a few Wizard orders in existence putting out only a few suitable Wizards a year to assist mankind or at least that is what they claim. Unfortunately there are not enough of them to police all of the evil in the world and the Wizards that turn evil. There are smaller independent Wizards that do not belong to the guilds and they must guard themselves against the jealous and controlling guilds.

The Wizard may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done.

A Wizard may use his intelligence to see if he knows any lore about any certain occult subjects and can make a herbal based healing suave that restores 1 or 2 points but would slow disease and or slows poison. Wizards can cast Arcane Spells.

The Wizard must look for or buy any future spell he needs to cast. Can create scrolls and create magic items but this is very dangerous at low levels. Wizard have Spell Points equal to their Int score and start out with four zero level spells, two first level spells, and one second level spell plus their Int bonus to “buy” starting spells or a list of 6 + Int bonus if you want to buy them yourself.

Armor: Cannot cast in armor without great difficulty. Must make an intelligent roll with the armor added to DC 15 to cast a spell.
Weapons: Can poorly use any weapons
Hit Points: 6 + 1d6 per level.
To Hit: -1
Natural 20: The Mage does an Arcane Overload. This causes a magical energy to blast out at Intelligence Radius and do 1d6 to any chosen enemy in an area. In addition the Arcane Overload recharges 1d6 spell levels.

MAGIC in BttDRPG Magic is very connected to the attributes. Much of the power and ranges are connected to the attributes.

Difficulty: Most spells are connected to the attribute bonus + a DC of 10 + the level of the spell. Instead of a set DC 10 a D20 could be rolled making each spell random with a chance of critical success or failure. It is up to the Game Master to make the judgment call as either way works fine.

Ranges: Spells range for most spells are (Int/Wis/Cha) x 10 feet except for 0 level spells which are in (Int/Wis/Cha) feet.

Durations: Most spells last one round or (Int/Wis/Cha) in rounds IF it has set duration.

Spell Points: Wizard have Spell Points equal to their Int score (plus 1d6 Spell Points each additional level) and start out with four zero level spells, two first level spells, and one second level spell plus their Int bonus to “buy” starting spells or a list of 6 + Int bonus if you want to buy them yourself. You can cast spells equal to your level plus the attribute bonus.

For example Eldrad the Wizard has an Int of 16 (+2) so he starts out with four zero level spells, two first level spells, and one second level spell and with his (+2) Int bonus he decide on two more 0 level spells and one more first to add to his starting Spell Book. He chooses Detection, Light, Mage Hand, Minor Message, Pain, Prestidigitation, and all mages get Read Magic for free. He choose Bolt and Slumber for his level 1 spells and Illusion for his second level spells. If he is getting ready to adventure he must memorize his spells before going out. He decides to memorize Detection x4 (1/2 x 2), Light x2 (1/2 x 1), Bolt x8 (1 x 8), Slumber x3 (1 x 3), Illusion x1 (2 x 1) costing 16 Spell Points.

Spells cost 1/2 at 0 level and their cost from then on equals their level. For example a 3rd level spell cost 3 spell points.

A sorcerer is a caster of magic much like a wizard except that his magic is not learned it comes naturally. This cause great envy fear and sometimes disdain from the wizard community as well as everyone else and the rivalry is ancient as there was a terrible wizardry and sorcery war many hundreds of years ago. After one who is to be a sorcerer goes through puberty (some sooner) they begin to gain their powers making most Sorcerers very young and foolish yet full of power. Most Sorcerers are also slightly insane as eldritch symbols and secrets travel through their untrained in magic minds. Having a very high Charisma normally they are considered manipulators and disturbers of the natural order of things. A Sorcerer must have a fairly high Charisma. Sorcerers always look odd or exotic and tend to look in a certain way such as angelic, bestial, draconic, or (or whatever) demonic.

The Sorcerer may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way.

He may use his Intelligence for lore but past that he knows very little.
He can use his Wisdom to perceive magic in an area and at higher levels even tell what the magic is.
The sorcerer can also use his Charisma for fashion sense, to fascinate or manipulate others, seduce, and hypnotize them. Unlike mages they do not have to memorize their spells and use their Charisma instead of Intelligence for obtaining spells points.

They only start out with two zero level spells and one first level spell plus their Cha bonus. They gain their Cha bonus in spells each level.
Armor: Cannot cast in armor.
Weapons: They can use any weapons.
Hit Points: 6 + 1d6 per level.
To Hit: +0
Natural 20: On a natural “20” the sorcerer does a Sorcerer Storm that does 1d6 damage to all foes plus blasted back 10 feet every two levels at Charisma Radius.

Sorcerers cast differently they get to spend their spell points as they will BUT they get a much smaller selection than mages. They do not have to memorize their spells and use their Charisma instead of Intelligence for obtaining spells points.

They only start out with two zero level spells and one first level spell plus their Cha bonus. You can cast spells equal to your level plus the attribute bonus.

For example Selene the Sexy has a Cha of 18 (+3) so she gets two zero level spells and one first level spell plus their Cha bonus of (+3). She decides to spend two points on Air Blast a send level spell and get one more 1st level spell. Her powers are as follows. Light and Pain for her 0 level spells Costing her 1/2 a point to cast), Bolt, Charm and Summon Monster I for her 1st level spells (Costing her 1 spell point to cast), and finally Air Blast (costing her 2 spell points to cast).

Selene gains 1d6 spell points a level and her Cha bonus each level to obtain more powers.

Friday, March 28, 2014

Back to the Dungeon RPG Assassins and Rouges (FLAILSNAILS)

Assassins are highly trained hired killers that exist in secret brotherhoods and cabals around the ancient world. Anyone can be a killer but only the assassin guilds choose the most deadly and then hone them into a finely trained killing machine. Assassins tend to dress very lightly and are always prepared to escape any situation as if they are found out they would be hung or burnt at the stake. Assassins specialize in the quick kill only if the opponent is unaware and fails his save. Only one chance is given for a surprise attack. They tend to wear light armor and can use any weapons. An assassin has all the abilities of a Rogue.
An assassin uses his Strength to climb and hold himself in hiding places for long periods of time.

The assassin uses his Dexterity to do acrobatic feats of agility. The Assassin is a flinger of darts and daggers and may fling one plus his Dexterity bonus per round.
Constitution score is used in assisting how long the assassin can stay in hiding in a cramped or difficult place. The Assassin also uses his Constitution resist poison and drugs which improves as character levels up.

If the assassin uses his Intelligence he may brew up poisons or drugs.

He uses his Wisdom to shadow a victim.

The assassin use his Charisma to charm and fool victims and if he is clever enough to disguise himself act like another person. If medium or higher armor is worn subtract one point for every point past AC 12. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a surprise attack. Their unarmed Attack does 1d6.

Hit Points: 8 HP + 1d8 a level.
Armor: Up to Leather without penalty
Weapons: All
To Hit: +1
Natural 20: On a natural “20” the Assassin may Eviscerate an opponent causing instant death unless the victim saves 10 + damage done, Gory Bleeding that does 1d6 for 1d4 rounds, Blinded giving a -4 to all actions, blood spray to blind another opponent two squares away giving a -4 until he wipes the blood out of his eyes. Make a victim gimped giving you -2 to all actions and half speed. A morale roll may be in order.

The Rogue can be a trained criminal, a thief, the master of stealth and locks, a charmer, or conman. A Rogue can be many things though most depend on their dexterity and craftiness. Some are nothing of the sort using their ability to manipulate others by their sheer personality. In some cases these more criminally organized sorts kinds will gather together and form Thievery Guilds.

The Rogue uses his Strength to climb sheer surfaces that no other class can climb.

The Rogue uses his Dexterity to pick locks, pick pockets, stealth, and other criminal activities. The Rogue is a flinger of darts and daggers and may fling one plus his Dexterity bonus per round.

They use their Constitution to hang out in hidden places to stalk their prey. If they hit a victim with a surprise or flanking attack they do an additional 1d6 damage every two levels.

The Rogue use his Intelligence to decipher maps and magic scrolls as well as ancient text if he is literate. They have knowledge of various poisons and their effects. They also speak a thieves cant which varies from area to area.
The Rogue uses his Wisdom to spot hidden things and to notice traps and tricks. He can also use his Wisdom to shadow someone in a crowd.

Many Rogues are glib tongues and use their Charisma to charm and convince others.
Armor: Anything past Leather interferes with abilities.
Weapons: Any
Hit Points: 6 + 1d6 per level.
To Hit: +0
Natural 20: On a natural “20” a rogue may Slow an opponent causing him to move at half speed until healed, Stun the opponent for 1d4 rounds, or cause 1 point bleeding for 1d6 rounds.

Tuesday, March 18, 2014

The Rangers Kickstarter: A movie by people who love what they do!

You'll need an HTML5 capable browser to see this content.
Lt. Wolf and his Wolf Pack, an elite unit of Rangers, uncover a long-forgotten peril of ancient evil reawakening in this epic fantasy.
A new legend created by Ron Newcomb, a huge fantasy fan and award winning director, with the vision and skills to bring this bold and gritty tale into reality. Together, with your help, the team of creative minds, talented craftsmen, and actors can greenlight this epic fantasy, “The Rangers.”

The Rangers is about a special force of elite warriors known as Rangers. What is a Ranger? Rangers are mysterious warriors who operate on the fringe of the kingdom of Olaran, using their unique set of wilderness skills to bring justice to the borderlands. Founded many years ago by King Alirion who saw the need to have a force of warriors loyal to the crown, outside of the highly political royal court and aristocratic knights of the military, as a first line of defense. A force that could be the eyes, ears, voice, and hand of the king in the wilds. They are the beacon lighters, they are the law and order to the distant boundaries of the realm, set on the frontiers to guard and watch the borders of the Kingdom. Our story follows the adventures of the unit of Rangers led by Lieutenant Brander Noke, also known as Wolf, for his ferocious, savage, and often unorthodox pursuit of elves during The Elf Wars, and their new rookie Soren Fell, a half elf, whose identity may hold the key to unlocking the enigma of the gathering darkness. Together, they must strive to help their world to overcome the greatest challenge of their time, while they face their own personal demons. Can the Rangers save their world?

The World of The Rangers
The World of The Rangers
The Rangers is set in a world of high fantasy. It is a rich multi-layered and complex world, with it’s own mythos and lexicon of heroes and races. When we began conceiving the world of The Rangers we started with a creation myth and a timeline for the history of the world, in the same vein as Tolkien’s "Lord of the Rings". Drawing from our extensive role playing backgrounds and an almost Dungeons & Dragons style adventure world creation, we strove to produce a “Game of Thrones” level of intrigue in our realm, with surprises for the characters and viewers around every castle corner, and treacherous mountain pass.

Ranger Seal
Ranger Seal
You may have pictured Rangers like when Strider first appears puffing on his pipe at the Prancing Pony, or The Rangers of The North, maybe your vision of a Ranger was Robin Hood, or Drizzt Do’urden, possibly The Night’s Watch comes to mind, maybe even your favorite D&D character, The Rangers are all of that and more. They are even a bit Jedi (well at least, what I thought Jedi were as I grew up in the '80s - not as in with the force, but their awe and respect). We can't wait to get to filming The Rangers Summer of 2014 around the Northern Virginia (US) areas.
~Loyalty~Honor~Courage~Forever~The Rangers

The Rangers at its core is a story of a team, a band of brothers. It takes a team effort to make a great fantasy project like The Rangers come to fruition; here are some of the major players on the project:

Ben Dobyns - Zombie Orpheous Entertainment 
Kynan Griffin - Arrowstorm Entertainment
Jason Faller - Arrowstorm Entertainment
Ralph Singleton - IMDB
Medieval Collectibles - get your gear!
WarPaint - comics anyone?
Middle-Earth Network - fans becoming creators.
Join your blade to ours and help us create the quality fantasy entertainment you long to see! The power is in your hands “vote” for the content you want to see by backing The Rangers. Ron and Scott’s film “Rise of the Fellowship” won Best Feature Film at GenCon in 2012 and got domestic and international distribution. Their critically acclaimed documentary, “Made in the USA,” is also in distribution. Skip Lipman was one of the major creative forces behind the documentary, Darkon The Movie. Darkon won the Best Documentary Audience Award at the 2006 South By Southwest Festival, in Austin and has grown to cult classic status. We are proven filmmakers, and proud of these films, but this is the world we dream to be in now. Back the The Rangers and Kickstart this project!
The Rangers is currently in full scale pre-production, with all that entails. We are working hard towards hammering-out, honing, and finalizing our epic script. (our team of writers has turned out an awesome story for us to work with!) We have already completed a successful concept photo shoot and created some great looking test footage. Now we are deep in, scouting, confirming locations, and assembling a winning team. The time is upon us, and we are asking for your support to take this project the next level!

The funds we acquire through this Kickstarter will be carefully allocated. Our business plan will see the money carefully used for getting this film through production as well as post-production. With the highest possible production value we can squeeze out of every dollar invested. We need to pay for the talent, an elite film crew and their equipment, props, wardrobe, special effects make-up, CGI, post-production, marketing, insurance, and craft services (gotta feed 'em). DELUSIONS OF GRANDEUR AKA THE BIG PICTURE We have big plans for The Rangers, so we also have well thought out STRETCH GOALS, when the landslide of support we hope for materializes.

Where we'll spend the funds raised.
Where we'll spend the funds raised.

We can do it!
We can do it!

We want you to be as excited about this project as we are, so we have come up with a collection of great rewards for your support. Don’t stop there! Join us and become an ambassador for this project by backing it and then, sounding the call to arms, share this page and help get the word out about The Rangers.

LARP Ranger Sword - Reward
LARP Ranger Sword - Reward

Example Reward -  Custom belt buckle designed and made by UK artist James Ewing of The Ewing Workshop.
Example Reward - Custom belt buckle designed and made by UK artist James Ewing of The Ewing Workshop.

Concept CCG Card by artist Dan Rebeiz & designer Nikole Jones
Concept CCG Card by artist Dan Rebeiz & designer Nikole Jones
We have taken a transmedia approach in the concept of The Rangers from its inception. Developing The Rangers Card Game and commissioning the Lt. Wolf miniature with an eye towards a tabletop battle game, in conjunction with the film development. With plans for novelizing the story, a graphic novel, a video game down the road, and more in the works. The goal, fantasy entertainment with total fan engagement and satisfaction in mind. The Rangers has a whole world of imagination to explore, join us on the journey and help us take the next steps in the great adventure.

Reward Summary
Reward Summary

Want to Audition for The Rangers? http://therangers.mymiddleearth.com/audition/ 

What can I do?

  • Make a donation, any amount & don't wait to do so. Everything helps, including momentum! It puts your name to ours and shows everyone you don't just believe in the project, you are a part of the project!
  • Spread the word. Share the Campaign on your Twitter and Facebook. The more people we reach, the greater the chances are that the film gets made!
  • Let BLOGGERS know, or give us a Shout in FORUMS, we "vote" by sharing what we love. So, if you love fantasy - give us a shout out!
  • Encourage at least one person to donate! A Ranger never goes at it alone.
  • Follow us on Twitter and Facebook and share your thoughts and ideas! Use: #TheRangersFilm
  • Check out our film website: www.TheRangersFilm.com and stay tuned!

Risks and challenges Learn about accountability on Kickstarter

Filmmaking is a complicated and technical endeavor, often unforeseen difficulties will arise, causing budget and scheduling overruns, particularly when complex visual effects are involved. That being said, we are doing a vast amount of pre-planning to be prepared for every eventuality, but will also ensure that we have high quality Production Insurance in place for that “just in case” moment. Our key team members are an experienced group and have successfully completed and released every film that they have started, with marketable and award winning efforts. And just in case we've missed something, we have aligned ourselves with a very impressive Board of Advisers that will guide us where we have not been. We have set this task before ourselves and intend to accomplish our goals with your help.
Thanks again, on behalf of all of The Rangers!

Sunday, March 9, 2014

BttDRPG my version of the Fighter and Barbarian (also for FLAILSNAILS)

Here are my version of the old classes. 

The brave and strong Fighter is the backbone of any adventuring group. He is the first line of defense against any and all threats. Fighters can be of any background and come from anywhere. Most Fighters depend on their Strength to do great damage on their opponents in combat. The Fighter answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play.

The Fighter may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can use.

The Fighter may also use his Intelligence to see the quality of weapons and armor.

A Fighter may also use his Wisdom to keep control of his horse or other steed. The Fighter may also keep his undivided attention on opponents that if they try and get past him or attack anyone else, he will get a free attack against as many enemies as his Wisdom Bonus even if he has already taken an action this round.

A Fighter can cleave one extra victim every two levels. You are proficient in all weapons and armor.

Armor: Any
Weapons: Any
Hit Points: 10 + 1d10 per level.
To Hit: +1
Natural 20: Fighters get the Melee Critical Hit ability. When they roll a natural “20” they automatically do triple damage in Melee Combat only. This damage continues to cleave to the next monster if the first one dies from the massive damage. Critical hits improve to x4 at 4th level x 5 at 8th level improving every 4 levels. 

Barbarians are warriors from primitive civilizations that exist far from the gleaming decadent walled cities of mankind. Barbarians are very much feared in the borderlands of civilizations! They fight to exist in the plains, swamps, forest, highlands, and badlands against the hordes of vile humanoids and undead that lurks in great numbers in the ancient wildernesses. Barbarians are the warrior of the Primal Wildernesses that separate the small bastions of mankind. These daily challenges to life itself forge the powerful and strong Barbarians. Barbarians tend to distrust magic unless it is from ones that also lurk in the wildernesses such as Druids. Barbarians are quick to answer any challenge with huge blades and have very little problem killing those who cross them in the slightest offense. Barbarians use the primal rage that comes from having to survive in wild and monster filled wildernesses.

Barbarians use their Strength to perform Feats of Strength, Jumping long distances, and climbing sheer cliffs but not as good as a thief.

They use their Dexterity to perform stealth as good as a thief as long as they are in leather armor or less.

They use their Constitution to drink large amounts of alcohol, ignore pain, and resist poisons and drugs.

They use their Wisdom to sense the weather and wilderness survival.

They use their Charisma to intimidate and push around lesser people.

With two handed weapons may cleave +1 creature per level. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. This means that when you kill one creature your blade passes through it to the next creature. You continue this as long as the victim dies and until you run out of cleaves or movement. Rage which gives +2 to hit and damage for Constitution in Rounds plus 1 a level. Barbarians must roll Wisdom or Higher to come out of Rage. All barbarians gain +5 to Movement every 2 levels if wearing light armor. Barbarians gain 1 point of damage reduction every five levels.

Hit Points: 12 HP+ 1d12 a level.
Armor: Any but prefer to wear lighter armor as heavy armor is a sign of weakness in their society.
Weapons: Any but prefer large two-handed weapons
Hit Points: 12 + 1d12 per level.
To Hit: +1
Natural 20: On a natural “20” you hit all adjacent friend or foe sending them flying 10 feet and stunning them for one round doing normal damage. The distance increases by 10ft every 5 levels. The flying opponents take 1d6 per 10 ft thrown.

Friday, March 7, 2014

Warlock for BttDRPG (and FLAILSNAILS)

One who has made a pact with dark forces for great power. With this pact they are allowed great power with very little variety but they can use their magic unlimited times per day.

A warlock can use his Dexterity to dodge and flip with acrobatic precision as long as he does not have any Armor past +3.
He uses his Constitution to resist having his Invocations messed up.
They use their Charisma to charm, terrorize, or intimidate others.

Eldritch Blast based on Charisma. Range is Charisma + Level. Damage is 1d8 from 1st to 4th level, 1d10 from levels 5th to 8th, 1d12 from 9th to 10th, And finally 1d20 from on up. They get Infernal Invocations that they can always use.

Least 1 Every 4 levels
Lesser at 5th level then every 4 levels.
Greater at 9th level then every 4 levels
Dark at 11th level then every 4 levels.

Armor: Ring mail or less.
Weapons: Warlocks prefer any simple type weapons such as short swords, rapiers, spears, staves and daggers. Not that it matters as Warlocks are sorry fighters.
Hit Points: 6 +1d6 a level
To Hit:-1
Natural 20: On a natural 20 the Warlock may gain half the damage done to his own hit points.

Infernal Invocations
Infernal Invocations are the powers of a Warlock.

Dark Charm gives +2 to Charisma.
Dark Luck gives Charisma Bonus to all saves.
Dark Strike adds Eldritch Blast damage to weapon strike.
Darkness gives -4 to hit to enemies in Charisma radius in feet. Dark Sight can see in darkness 60 feet.
Demon Spear doubles Eldritch Blast Range.
Devil's Jump adds Charisma bonus + level to jump distance.
Drain Blast adds Slowing effect to Eldritch Blast.
Fright Blast add Fear to Eldritch Blast.
Seer of the Dark can see the invisible.
Vampire Touch damages for 1d6 but give the Warlock 1d6 healing.

Chain Blast hits multiple opponents in a row equal to Charisma Bonus plus level.
Cold Hell Blast does extra 1d6 damage.
Cut Ties Blast does damage and save or ends any magical effect if no save is made.
Dark Walk means invisibility at will.
Dead Minion summons minor undead equal to Charisma bonus plus Level.
Despair gives -2 to everyone in Charisma + level area.
Devil Charm gives +4 to Charisma.
Devil Run means the Warlock has double the movement.
Hellfire Blast adds fire to Eldritch Blast 1d6 a round save ends.
Shadow Blast adds Darkness to Eldritch Blast.

Confusing Blast confuses enemies.
Dark Whirlwind Blast makes conical blast 10 feet plus Charisma bonus wide.
Demon Acid Blast does 1d10 a round and takes away magical enchantment.
Hellfire Barrier does 1d6 per level and is Charisma in feet long.
Plague Blast does 1d12 a round save ends.
Spell Eater ends spell of lower caster and heals 2 hit points per level of caster.
Tentacles and Thorns in Charisma in feet and all take 1d12 in the tentacles and thorns.

Demon Form allows the warlock to change into a Demon.
Hell's Armor stops damage equal to level unless magic is used.
Out of the God's Sight is invisibility but is dispelled there is a blast in Charisma radius that does 1d6 a level.
Wraith Drain Touch damages 1d6 levels and gives that much in healing.

Thursday, March 6, 2014

Psion for BttDRPG

A Psion is a student of the powers of the mind. Psions are very rare and have secret schools that teach their arts. They must choose one discipline when starting off and may choose another every four levels but this new discipline starts off at first level. Power Points are equal to Intelligence and Wisdom Bonus plus 1d6 a level. He may detect Pisonics by an Intelligence Check within Wisdom in feet range.

Psionic Disciplines
A discipline is one of six groupings of powers, each defined by a common theme.
The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.

Clairsentience: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.

Metacreativity: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.

Psychokinesis: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.

Psychometabolism: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology. An egoist can both heal and transform himself into a fearsome fighter.

Psychoportation: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.

Telepathy: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Armor: Any but not trained to wear it.
Weapons: Any simple light weapons.
Hit Points: 6+1d6 a level.
To Hit:-1
Natural 20: Gain back 1d6 a level in Psionic Points and stun opponents equal to level for one round from Psionic overload unless they save.

Psionic Powers are the powers of the Psionist. They can do all of the powers of their discipline.

Alter- Can add to any attribute or AC at 1 Psion Point to one power point spent to a max of 1/2 your level.

Morph: The egoist can change shape and form. Egoist can make a charged tissue melee attack called a hammer that does 1d6 and goes up one dice every two levels. 1D8 at Level 3, 1d10 at level 5, 1d12 at Level 7 and 1d20 at Level 10 which is max damage. Can use Morph to change color of skin adding to 1/2 Level stealth.

Restore – You can heal yourself 1d6 every other level. Power Point cost equal to level.

Metamorphosis - Can use power at +1 every 1/2 level adding your Wisdom to change into any shape. Every four levels you can become one size larger.

Move - Can push or pull others at 1d6 damage every other level with a range of Intelligence plus Level in rage in squares.

Barrier - Can create a barrier that gives 1/2 your level in AC.

Density - You can cause things to become dense and weigh more. You can double the weight every other level. This can cause 1d6 damage every other level in living things. Victims save 10 +1/2 Level + Intelligence Bonus

Phasing - You can cause things or victims to become intangible weighting half their weight every other level and halving their hit points but giving them +1 to AC due to instability. After 6th level the victim is intangible. This last 2 rounds a level. Victims save 10 +1/2 Level + Intelligence Bonus

Speed - Gains 10 feet of movement every other level. This also gives +1 to AC while moving. Gains an extra attack every four levels.

Ethereal – Every other level you gain +1 AC and weigh half as much. After 6th level you can become incorporeal. In this state you can see spirits and ghost.
Teleport – Can teleport equal to Intelligence plus Level every other Level.

Plane Walker - Can travel to next plane every four levels. It is a very dangerous power. Can jump back one round and redo it if victim fails save.

Precognition - Can gain a +1 AC or difficulty against a foe every 1/2 Level due to seeing what they are going to do.

Seer – Can sense others at a distance at Intelligence in miles every other level.

Obfuscate – Can stop other from seeing or sensing them at Intelligence Bonus +1/2 Level plus 10 Difficulty.

Fate – Can show other all possible fates and this attack does 1d6 every 1/2 level if used as an attack. Range is Intelligence plus Level in squares. Can try and break laws or reality by doing opposite but this is up to the Game master to decide how this works.

Creation – You can create items that do damage 1d6 every other level or entangle at +1 difficulty every other level or any other functions. These items only last 2 rounds a level.

Construct - Constructs start at AC10 HD1 Move 30 Damage 1d6 and go up +1 AC, +1HD, and +5 Move every other level. Damage goes as follows, 1d6, 1d8, 1d10, 1d12, 2d8, 1d20, 3d10, 2d20 and so on. Constructs only last 1 hour a level and then fade away.

Genesis – You can create small pockets of reality that are more fantastic every other level. Creations and constructs last weeks and years inside these small pocket dimensions. What can be created goes like this every four levels. Room, House, Mansion, Neighborhood, Village, Town, City, County, Nation,
Continent, Planet, Solar System, Star Cluster, Galaxy, Universe. There must be an entrance such as a door and there can be as many entrances to the pocket.

Destruction – You can do damage to other at 1d6 every other level or 2d6 to inanimate objects every other level.

Telepathy – You may communicate with others at your Intelligence times level in spaces. If the victim is not willing the victim may save.

Compulsion – You may make a victim do one action say something stupid for 1 round every two levels before he can react. He will see and know what has happened but have no explanation.

Domination – You completely take over the victim and may make them do whatever you want until released. He gets a save automatically if you are trying to get him to harm himself. The power is +1 every four levels due to the extreme difficulty. You may also implant false memories and delusions onto a victim who believes them if he fails his save.

Possession – You leave your body and possess theirs. If possessing another Telepath he can possess your body. Your body is defenseless. You can travel back to your body it Intelligence in feet