Oh
psionics, you scamp. Sigh.
For galactic aeons I have wanted to develop the weirdo psychic powers of the Eld in the actual existing Hill Cantons campaign. Invariably I
always seem to bang my head against the brick wall that is D&D
psionics. An interesting and helpful discussion on Google Plus turned
up all kinds of svelte, homebrewed systems by Ramanan S, Roger GS,
Courtney Campbell and others (seriously quite well-done and free
projects, check them out).
But
I kept getting into that cafeteria mentality of wanting a little of
this jello salad, some of this mystery meat and a big heap of this
pecan pie.
One
thing that really shook out for me was that I was more interested in
a psionics-based class that was less rooted in a
spiritual/inner/monky kind of focus—not a great fit for space elf
sadists—and one more like the bad-good psychic horror-thrillers of
the 80s such as Scanners and Firestarter
and the goofy exuberance of post-apoc science fantasy novels like
Hiero's Journey.
I
also didn't want a whole new subsystem or mechanical layer to run the
damn thing but liked the approach taken by others to treat the powers
mostly like spells and retaining the traditional save-vs-XX system
(Alex Schroeder alluded to this in the discussion and it stuck).
Anywho
this is what was left over when I sat down at the table, a goofy
little PC class heavily-inspired by Mutant Future that I am
throwing out there for feedback. The version below is very much a
work-in-progress. What actually will appear in the Misty Isles of
the Eld will feature expanded/gussed up descriptive text and the deformations and powers will be revised and expanded (you will
note the current lack of 4th level powers).
Psychonaut
Requirements:
INT 11, WIS 14
Hit
Dice: 1d6
Maximum
Level: 8
The
class is predicated along the lines that psionics and similar mental
powers are attributable to mutations from the fallout effects of
“magical” radiation. Since the Eld make heavy use of such
magitech, the Eld and a select elite of Eldman slaves have organized
a corp of Psychonauts who willfully expose themselves to mutagenic
doses and spend their careers attempting to master the correct mental
disciplines to rein in the mutations. Blah, blah, blah.
The
Psychonaut saves and fights as cleric. The character can only use
leather armor but is allowed to fight with any weapon.
Each
level the Psychonaut gains powers similar to spells. However powers
are not mutable/memorizable like spells, once chosen they remain in
stock in perpetuity. Most powers have variable numbers of times that
they can be used in a day or week.
The
exposure to the mutagens necessary for the original transformation
into a Psychonaut leaves lasting effects. Indeed as the Psychonaut
unlocks and masters unused portions of the brain when gaining new
power levels, so does he often lose control over the deforming
aspects of that transformation. As such a Psychonaut will gain a
defective mutation when attaining levels 3, 5, and 7.
Level
Progression Chart
Experience
|
Level
|
Hit Dice
(1d6)
|
Defective
Mutation
|
0
|
1
|
1
|
0
|
2500
|
2
|
2
|
0
|
5000
|
3
|
3
|
1
|
10000
|
4
|
4
|
1
|
20000
|
5
|
5
|
2
|
40000
|
6
|
6
|
2
|
80000
|
7
|
7
|
3
|
160000
|
8
|
8
|
3
|
Defective
Mutation
Roll
d6
1 Almost
passable. Physical deformation under the clothes line such as a third
nipple, stubby tail, etc.
2-3 Minor visible physical deformation (-1 CHA). Eld Psychonauts treat result as no effect.
4 Major visible physical deformation (-2 CHA). Eld Psychonauts treat result as no effect.
5-6 Mental deformation (see chart below). An Eld or Eldman Psychonaut unable to mask such a deformation will be summarily executed.
2-3 Minor visible physical deformation (-1 CHA). Eld Psychonauts treat result as no effect.
4 Major visible physical deformation (-2 CHA). Eld Psychonauts treat result as no effect.
5-6 Mental deformation (see chart below). An Eld or Eldman Psychonaut unable to mask such a deformation will be summarily executed.
Mental
Deformations
Roll
d6
1 Psychobabble.
There is a 25 percent chance on each occasion that the character
opens his mouth to speak that he will inexplicably begin shouting in
a manic, incoherent manner much as though he was speaking in tongues.
This condition will persist for 1d6 turns. Strangely religious
zealots and oral health specialists will understand the character
just fine.
2 Mumbler.
The character is unable to
speak in anything beyond a quiet mumble. Creatures of INT 13 and
higher can understand the character if within five feet of the
Psychonaut, all others will not be able to make out what is being
said.
3 Compulsive
Contrarian. The character
compulsively disagrees with any direct suggestion, assertion and even
basic statement of fact verbally presented to him.
4 Imposter
Syndrome. The character
actively believes that he is a fraud and not really the ranking
Psychonaut everyone else believes him to be. As such he must roll 4d6
against his WIS to use any power. A second attempt can be made a turn
later and the self-esteem issues related to that power will only fade
with a new day.
5 Phobia.
The character develops a single, persistent and deeply-irrational
phobia as per the GM's discretion.
6
Second Brain. The
character develops a second brain that hinders his thought processes.
This brain has 1d3 first level powers and a mental deformation of its
own, which should be kept secret from the player until an opportunity
to discover them comes about during play. This second brain may have
an entirely different personality and motives than the character, and
may even try to foil the character’s actions at inconvenient times
at the GM's discretion. Once per month the second brain.
MORE
TBA
Power
Level Chart
1st
|
2nd
|
3rd
|
4th
|
|
1
|
1 | 0 | 0 | 0 |
2
|
2 | 0 | 0 | 0 |
3
|
2 | 1 | 0 | 0 |
4
|
2 | 2 | 0 | 0 |
5
|
3 | 2 | 1 | 0 |
6
|
3 | 2 | 2 | 0 |
7
|
4 | 3 | 2 | 1 |
8
|
4 | 3 | 3 | 2 |
Power
Level 1
Zaxxyn's
Accelerant of Aptitude
Once
per day the Psychonaut is capable of concentrating his mental energy
to such a degree that one of his abilities is doubled (up to a
maximum of 18) for 1d12 consecutive rounds. Usable once per day.
Dxxmilx's
Duellistic Deduction
During
combat the character can attune herself to the minute body language
of others to the extent that she can often tell what they are going
to do before they do it. This gives her a +1 to hit in combat, and +3
hp damage per damage die rolled in a successful attack. Can be used
in two discrete encounters during a day.
Affected
Apportation
The Psychonaut can teleport
any object 10 pounds or less in sight range to a known location
within a 500 feet. Usable once per day.
Surface
Skim
The Psychonaut can read the
emotional state and barest of surface thoughts of a visible sentient
creature for 1d6 turns. Raw emotions, preparations for violence, and
hints of deceit will be reveled--though their precise nature will be
unknown. For example, the Psychonaut will know that the subject is
lying but will be unable to tell the exact nature of the lie. Usable
twice per day.
Power
Level 2
Antiorgasm
The Psychonaut releases powerful antiorgasmic energy in a 20-foot radius from herself. All opponents inside that radiance must save versus spells or suffer -2 to hit and saving throws for 1d6 turns due to the intensely uncomfortable and unsatisfying effects and will be unable to enjoy amorous activities for 1d6 days after the attack. Usable once a day.
Cerebral Boreworm
A single bolt of mental energy infallibly strikes a single visible target up to 60 feet away causing saw-like serrations to appear on its forehead for 2d6 hit points of damage. Usable twice per day.
Sleep
Egg
The character can will
herself into a one-hour coma that heals all of her hit points and
cures minor afflictions. While in the coma state a glowing white
egg-shaped energy field protects the sleeper from all non-magical
attack. This power may only be used three times a week.
Flx's
Flammifer Firkin
Same as Pyrotechnics. Usable
twice per day.
Pohlxx's
Psychometric Dowser
Same as Locate Object.
Usable twice per day.
Power
Level 3
Ninx's Biting
Troll
A spoken phrase delivered
with such psychic backing force that it cuts to the quick. A target
failing a saving throw will be unable to move or act for 1d6 rounds.
If used against the target successfully a second time the target's
brain will become fried, the subject will be in a rocking, babbling
catatonic state for 1d6 days. Usable twice per day.
Burlix's
Brainsploder
The Psychonaut can target up
to 1d12 living creatures in a 30-foot radius in a single burst of
violent psychic energy. The creatures must be three hit dice and
under or be higher-hit dice sentient creatures with WIS 7 or less.
Any eligible creature so attacked and failing their saving throw
versus magic will have their head instantly explode in a slow motion
fashion raining pink mist and bits of gore. Usable once per day.
Necrocognitive
Recall
Same as Speak with Dead.
Usable twice per day.