In Back to the Dungeon RPG there are 13 Races and 19 classes so far yet still a very simple game. With the unified mechanic it makes everything simple and easy to judge.
I also added around 13 3HD monsters as well. I realized that I am doing this for me so there is no timetable on it.
Well I have a rough skeleton for the Psion. I took the D20 version and stripped it down and then added a few powers. Take a look!
Psion
Armor: Any but not trained to wear it. It is considered very bad form to wear it by other Psionicist.
Weapons: Any simple weapons that are light.
Hit Points: 6+1d6 a level.
To Hit:-1
Natural 20: Gain back 1d6 a level in Psonic Points.
Maximum Power Level Known 1/2 Levels.
Power Points equal to Intelligence and Wisdom Bonus plus 1d6 a level. You start off with 2 powers and gain 1 per level.
Detect Psionics
Example Psion Chelase Metaria the Shaper
Str 7 -1
Dex 16 +2
Con 10 +0
Int 17 +2
Wis 16 +2
Cha 10 +0
Power Points 8
1 Astral Construct:A Creates astral construct to fight for you. AC10 HD1 Move 30 Damage 1d6
1 Entangler DC 12
Psionic Powers
PSION DISCIPLINE POWERS
EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
1 Think Skin:A Gain +1 enhancement bonus to your AC for 10 min./level.
1 Hammer: Touch attack does 1d8.
1 Sensory: Bonus to sense things near such as hidden or invisible +2.
1 Invigorate: Add 1d8 Temporty Hit Points
2 Animal Affinity:A Gain +4 enhancement to one ability.
2 Chameleon: Gain +10 enhancement bonus on Hide checks.
2 Quick Healing: Heal self or Others1d8
2 Injury Transfer:A Transfer another’s wounds to yourself.
3 Psionic Form: You gain benefits of being insubstantial and can fly slowly.
3 Hustle: Instantly gain a move action.
4 Metamorphosis: Assume shape of creature or object up to large size.
4 Psychic Vampire: Touch attack drains 2 power points/level from foe.
5 Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
5 Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores by moving them around.
5 Restore Extremity: Return a lost digit, limb, or other appendage to subject in one round.
6 Restoration, Psionic: Restores level and ability score drains.
7 Fission: You briefly duplicate yourself.
8 Fusion:You combine your abilities and form with another.
9 Metamorphosis, Greater:Assume shape of any nonunique creature or object each round.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
1 Control Object: Telekinetically animate a small object.
1 Kinetic Bolt: Does 1d8+INT bonus at range of INT in spaces.
1 Kinetic Shield: Bring up +4 AC as a reaction.
1 Glower: Make self glow at INT radius in spaces.
2 Control Air:A You have control over wind speed and direction.
2 Energy Missile:A Deal 3d6 energy damage to up to five subjects.
3 Energy Cone:A Deal 5d6 energy damage in 60-ft. cone.
4 Control Body:A Take rudimentary control of your foe’s limbs.
4 Energy Ball:A Deal 7d6 energy damage in 20-ft. radius.
4 Inertial Barrier: Gain DR 5/–.
5 Energy Current:A Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
5 Fiery Discorporation:A Cheat death by discorporating into nearby fire for one day.
6 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
6 Null Psionics Field: Create a field where psionic power does not function.
7 Reflector: Powers targeting you rebound on manifester.
8 Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
9 Tornado Blast:A Vortex of air subjects your foes to 17d6 damage and moves them.
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
1 Burst: Gain +10 ft. to speed this round.
1 Detect Teleportation:A Know when teleportation powers are used in close range.
1 Land: For evey power point you take away 10 feet of fall damage.
1 Slow: As Land but on others.
2 Dimension Swap:A You and ally or two allies switch positions.
2 Levitate, Psionic: Subject moves up and down, forward and back, at your direction.
3 Astral Caravan:A You lead astral traveler-enabled group to a planar destination.
4 Dimensional Anchor, Psionic: Bars extra dimensional movement.
4 Dismissal, Psionic: Forces a creature to return to its native plane.
4 Fly, Psionic: You fly at a speed of 60 ft.
5 Baleful Teleport:A Destructive teleport deals 9d6 damage.
5 Teleport, Psionic: Instantly transports you as far as 100 miles/level.
5 Teleport Trigger: Predetermined event triggers teleport.
6 Banishment, Psionic:A Banishes extraplanar creatures.
7 Dream Travel:A Travel to other places through dreams.
7 Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
8 Time Hop, Mass:A Willing subjects hop forward in time.
9 Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
9 Time RegressionX: Relive the last round.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
1 Destiny Dissonance: Your dissonant touch sickens a foe.
1 Precognition: Gain +2 insight bonus to one Attack/Skill roll or AC.
1 Know Direction and Location: You know where you are. Never lost.
1 Recall: Remember things forgotten.
1 Possible Futures: Show victim all possible outcomes. Stuns for 1 round.
2 Clairvoyant Sense: See and hear a distant location.
2 Object Reading:A Learn details about an object’s previous owner.
2 Sensitivity to Psychic Impressions: You can find out about an area’s past.
3 Escape Detection: You become difficult to detect with clairsentience powers.
3 Fate Link:A You link the fates of two targets.
4 Anchored Navigation:A Establish a mishap-free teleport beacon.
4 Remote Viewing:X See, hear, and potentially interact with subjects at a distance.
5 Clairtangent Hand:A Emulate far hand at a distance.
5 Second Chance:X Gain a reroll.
6 Precognition, Greater: Gain +4 insight bonus to one roll.
7 Fate of One: Reroll any roll you just failed.
8 Hypercognition: You can deduce almost anything.
9 Metafaculty:X You learn details about any one creature.
9 Reality Revision:X Break the laws of reality.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
1 Astral Construct:A Creates astral construct to fight for you. AC10 HD1 Move 30 Damage 1d6
1 Minor Creation, Psionic: Creates one cloth or wood object.
1 Entangler
1 Shard
2 Psionic Repair Damage:A Repairs construct of 3d8 hit points +1 hp/level.
2 Psionic Creature: AC11 HD2 Move 35 Damage 1d8
3 Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
3 Ectoplasmic Cocoon:You encapsulate a foe so it can’t move.
3 Ectoplasmic Warrior: AC12 HD3 Move40 Damage 1d10
4 Fabricate, Psionic: Transforms raw goods to finished items.
4 Quintessence: You collapse a bit of time into a physical substance that can be smashed for an extra turn.
4 Mental Monster: AC13 HD4 Move45 Damage 1d12
5 Hail of CrystalsA: A crystal explodes in an area, dealing 9d4 slashing damage.
5 Living Nighmare: AC14 HD5 Move50 Damage 2d8
6 Crystallize: Turn subject permanently to crystal.
6 Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
6 Id Beast: AC14 HD6 Move55 Damage 1d20
7 Ectoplasmic Cocoon, Mass:A You encapsulate all foes in a 20-ft. radius.
7 Fear Monger: AC15 HD7 Move60 Damage 3d10
8 Astral Seed: You plant the seed of your rebirth from the Astral Plane.
8 Psychomare: AC16 HD8 Move65 Damage 2d20
9 Genesis:X You instigate a new demiplane on the Astral Plane.
9 True Creation:X As psionic major creation, except items are completely real.
9 Incarnate: AC17 HD9 Move70 Damage 3d20
TELEPATH (TELEPATHY) DISCIPLINE POWERS
1 Charm, Psionic:A Makes one person your friend.
1 Mindlink:A You forge a limited mental bond with another creature and can speak telepathacally with them.
1 Mindblock: You have a +4 against a mental attack.
1 Mindblast: 1d10 at a range of Int in squares.
2 Aversion:A Subject has aversion you specify.
2 Brain Lock:A Subject cannot move or take any mental actions.
2 Read Thoughts: Detect surface thoughts of creatures in range.
2 Suggestion, Psionic: Compels subject to follow stated course of action.
3 Crisis of Breath: Disrupt subject’s breathing.
3 Empathic Transfer, Hostile:Your touch transfers your hurt to another.
3 False Sensory Input: Subject sees what isn’t there.
4 Dominate, Psionic: Control target telepathically.
4 Mindlink, Thieving: Borrow knowledge of a subject’s power.
4 Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
4 Schism: Your partitioned mind can manifest lower level powers.
5 Metaconcert: A Mental concert of two or more increases the total power of the participants.
5 Mind Probe: You discover the subject’s secret thoughts.
6 Mind Switch:You switch minds with another.
7 Crisis of Life: Stop subject’s heart. Save or die.
8 Mind Seed: Subject slowly becomes you.
9 Mind Switch, True:A permanent brain swap.
9 Psychic Chirurgery:You repair psychic damage or impart knowledge of new powers.
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