Thursday, April 30, 2015

HC Psionics: The Psychonaut Class

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.

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. 

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