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Old School Adventures Accessory PX1 PX1 BASIC PSIONICS HANDBOOK GAMING ACCESSORY by Richard J. LeBlanc, Jr. 1501 For use with BX/LL Editions of the Original Fantasy Role-playing Game INCLUDES COMPLETE PSIONIC MONSTERS SECTION Sample file

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  • Old School Adventures™ Accessory PX1PX1

    basic psionicshandbook

    GAMI

    NG A

    CCES

    SORY

    by Richard J. LeBlanc, Jr.

    1501

    For use with bX/LL Editions of the original Fantasy Role-playing Game

    INCLUDESCOMPLETEPSIONIC

    MONSTERSSECTION

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    file

  • Old School Adventures™ Accessory PX1

    BASIC PSIONICS HANDBOOK

    For use with BX/LL-Compatible Rulesets

    © 2015, New Big Dragon Games Unlimited.

    All illustrations by Richard J. LeBlanc, Jr. Some illustrations may be based in whole or in part on works that reside in the public domain.

    by Richard J. LeBlanc, Jr.With special thanks to Steve Marsh,

    Matthew Skail, Eric Potter and Courtney CampbellEditing: David Welborn

    Playtesting: Steve Balog, Electra Eric, Julien Gendry, Seth Hofmeijer, Long Tom, Declan Osborne, Tovi Schenk, Sammy Potter, Yoko Potter, Anthony Randell, Redacted,

    Matthew Skail, David Welborn, Alex Westphal.

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  • Table of ContentsForewordWhen psionics was introduced to the original role-playing game, it presented a conglomeration of many source ideas: 1) a mystic character class created by one author, �) a mental combatant class created by a different author, and 3) a psionic combat sys-tem developed by yet another. This original edition of psionics, while quite thorough and richly-detailed, presents a fairly daunt-ing system for acquiring psionics, and pairs this with a complex mechanic for psionic combat (including a formidable set of attack tables). More over, as the original edition of psionics evolved into the advanced edition, the level of detail and depth only grew.

    Over the various editions of the “classic” (red/blue) versions of the game, no official attempt was made to include any sort of adaptation of psionics. Perhaps this is because the early versions of psionics used conventions counterintuitive to the streamlined nature of these editions. While psionics got a much-needed and highly regarded overhaul some fifteen years after its introduction, that update appeared at the same time the classic rules were released in their cyclopedic form—again, without an adaptation or inclusion of psionics.

    For many, this conspicuous absence has been noted (not just for these classic editions, but for the retro-clones they’ve spawned as well), and a solution has been sought. The psionics system herein has been designed to fill that void by answering its base need—strip away the complexities of the older psionic systems and replace them with mechanics more familiar to players of classic editions of the game. Furthermore, it presents a set of psionic rules that are simple and adaptable enough to allow DMs of classic editions to utilize those psionic monsters and characters that might otherwise remain relegated to other editions of the game (i.e., original and advanced). Finally, it builds on this foun-dation to create a supplement comprehensive enough to not only permit the use of psionics, but to also support the development of psionic campaigns.

    There’s a wide world of adventure out there, hidden in the minds of the creatures and characters that populate it. It is my sincere hope that this book is your key to unlocking the potential of that wonderful world.

    Good gaming!

    Richard J. LeBlanc, Jr. �6 October �015

    Foreword ....................................................... 2

    overview ........................................................ 3

    Player CharaCTer inFormaTion: mysTiCs ................................... 4Mystic Character Class Tables .............................................. 6Mystic (Psionic) Disciplines by Chakra .................................. 7Psionic Attack and Defense Modes ...................................... 7

    Player CharaCTer inFormaTion: monKs ..................................... 8Monk Character Class Tables .............................................. 9

    PsioniC disCiPlines ..................................... 10First Chakra: Root (Psychometabolic) ................................. 11Second Chakra: Sacral (Clairsentient) ................................ 13Third Chakra: Plexus (Psychokinetic) ................................. 15Fourth Chakra: Heart (Telepathic) ..................................... 18Fifth Chakra: Throat (Psychoportative) ............................... �0Sixth Chakra: Third Eye (Metapsionic) ............................... �3Seventh Chakra: Crown (Divine) ........................................ �7

    PsioniC CombaT ............................................ 28Psionic Attack Modes ......................................................... 30Psionic Defense Modes ..................................................... 30Psionic Combat Tables ...................................................... 31

    PsioniC monsTers ........................................ 32

    aPPendiCes ................................................... 46Appendix A: Wild Psionics ................................................ 46Appendix B: Psionic Items ................................................ 48Appendix C: Psionics and Magic ....................................... 50Appendix D: Phrenic Creatures ......................................... 51Appendix E: Conversions for Monsters from CC1: Creature Compendium ..................................... 5�Appendix F: Additional Monster Notes ............................... 53

    oPen GaminG liCense ................................... 53

    alPhabeTiC indeX oF PsioniC disCiPlines ................................ 54

    reFerenCe sheeTs .................................. 55/56

    FOREWORD/CONTENTS PX1: BASIC PSIONICS HANDBOOK

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    PX1: BASIC PSIONICS HANDBOOK OVERVIEW

    overview

    Psionics is not magicPsionics operate similarly to, but not on the same principles as, magic. Magic draws on sources of power “outside” the spellcast-er (i.e., clerics receive energy from their deities, and magic-users call upon arcane powers). Psionics, by comparison, is the power of the unlocked potential of the mind, and its ability to access the fundamental nature of being and the world that stems from it.

    Use of the term “Psionicist”Throughout this volume, the term psionicist is used to refer to any character or creature that possesses psionic abillities, and is capable of using them (including psionic monsters and the psionic character classes introduced herein).

    Possession of Psionics by CharactersUnlike older editions, psionics in this system are not determined randomly (with no regard for a character’s class, and little-to-no regard for their race). Instead, to avoid issues of imbalance (e.g., thieves who are better at psioncs than thievery), characters with psionics appear here as part and parcel of a new psionic character class—the mystic. While different monsters may possess psionic powers in this system, only characters who are of the mystic class may possess them, even as NPCs. A monk class is also included here, but that class possesses only a limited form of the psionics available to the mystic class.

    intelligence vs. wisdom in this systemIntelligence is the attribute used in determining resistance to psionic attacks, while Wisdom is the attribute that modifies the strength of psionic attacks. As such, Intelligence and Wisdom provide the following bonuses and/or penalties.

    INT Description Adjustments 0 not ratable * 1 non- * � animal * 3 semi- –3 on psionic-based saving throws 4-5 low –� on psionic-based saving throws 6-8 below average –1 on psionic-based saving throws 9-1� average — 13-15 very/highly +1 on psionic-based saving throws 16-17 exceptional +� on psionic-based saving throws 18 genius +3 on psionic-based saving throws

    WIS Adjustments 13-15 +1 on psionic combat damage rolls 16-17 +� on psionic combat damage rolls 18 +3 on psionic combat damage rolls

    * Creatures of sub-human intelligence (Intelligence ratings of � and under) are always immune to all forms of psionic attacks (i.e., all attack modes), but are not necessarily immune from all forms of psionic powers (i.e., psionic disciplines). In these cases, no saving throw is permitted.

    Types of Psionic abilitiesPsionic powers are categorized into two different types of abilities: disciplines and modes. Disciplines include the sub-categories of major sciences and minor devotions, and represent spell-like powers usable by psionicists. Modes are divided into attack

    modes and defense modes, and are used when psionicists engage in direct mind-versus-mind combat.

    disciplines modes major sciences attack modes minor devotions defense modes

    Psionic level (Pl) & Psionic strength Points (PsPs)Like character class levels, psionic levels are used to describe the relative strength and capability of a psionically-endowed character. Not unlike characters of a higher experience level, characters of a higher psionic level are relatively stronger than those of a lower psionic level.

    Psionic abilities rely on a “reserve” of personal energy known as psionic strength points (PSPs) which are used to power all four forms of psionic abilities. When a psionic ability is used, it depletes PSPs from the psionic character’s reserve. Any psionic ability possessed by a psionic character or creature may be used again and again, as long as there are a sufficient number of PSPs remaining, or the psionic character or creature has regenerated a sufficient number of PSPs to use the power.

    Similar to the “character time” required for clerics and magic- users to memorize their erased spells, psionic characters and creatures regenerate PSPs with an undisturbed meditative period (usually about an hour) after a full-night (8 hours) of rest.

    Psionic saving ThrowsA psionic saving throw represents the chance for the victim of a psionic attack or a psionic discipline to avoid or lessen the effects of the attack mode or the discipline. Saving throws indi-cated as a “psionic saving throw” are made as a saving throw vs. paralysis modified by the character’s Intelligence adjustment (as outlined above). Saving throws indicated simply as a “saving throw vs. paralysis” (or “save vs. paralysis”) are considered to be physical (and not psionic) saving throws; as such, no Intelligence modifiers should be applied.

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    FRONT COVERTITLE PAGEFOREWORDTABLE OF CONTENTSOVERVIEWPLAYER CHARACTER INFORMATION: MSYTICSOverviewMystic Character Class TablesMystic (Psionic) Disciplines by ChakraMystic (Psionic) Attack & Defense Modes

    PLAYER CHARACTER INFORMATION: MONKSOverviewMonk Character Class Tables

    PSIONIC DISCIPLINESFirst Chakra: Root (Psychometabolic)Major SciencesAnimal AffinityComplete HealingEnergy ControlEtherealnessLife DrainingShadow FormShape Alteration (Metamorphosis)

    Minor DevotionsAbsorptionAdrenaline ControlBiofeedbackBody ControlBody EquilibriumBody WeaponryCell AdjustmentChameleon AbilityExpansionMind Over BodyReductionSuspend Animation

    Second Chakra: Sacral (Clairesentient)Major SciencesAura SightCatacognitionHypercognitionPrecognitionPsionic DivinationPsionic True SeeingSensitivity to Psionic Impressions

    Minor Devotions360° VisionClairaudienceClairvoyanceDange SenseDetection of Good/EvilDetection of MagicInfravisionKnow DirectionKnow LocationObject ReadingPosion SenseSpirit Sense

    Third Chakra: Plexus (Psychokinetic)Major SciencesCreate ObjectDetonateDisintigrateMolecular ManipulationMolecular RearrangementProject ForceTelekinesis

    Minor DevotionsAnimate ObjectAnimate ShadowControl BodyControl FlamesControl LightControl SoundControl TemperatureControl WindDisrupt InvisibilityIntertial BarrierLevitationMolecular Agitation

    Fourth Chakra: Heart (Telepathic)Major SciencesMass DominationMind BarMind LinkMind WipeProbeSpeak Any LanguageSwitch Personality

    Minor DevotionsAnimal TelepathyConceal ThoughtsDominationEmpathyESPHypnosisIdentity PenetrationInvisibilityLife DetectionPhobia AmplificationSynaptic StaticTelempathic Projection

    Fifth Chakra: Throat (Psychoportative)Major SciencesBanishmentDimension DoorDimension WalkProbability TravelSummon Planar CreatureTeleport OtherTeleportation

    Minor DevotionsAstral ProjectionBlinkBurstCatfallDimension SlideDimension SwapDissipating TouchDream TravelPhase ShiftRetrieveTime LeapTime/Space Anchor

    Sixth Chakra: Third Eye (Metapsionic)Major SciencesEmpowerPsychic ClonePsychic SurgeryRetrospectionSchismSpliceUltrablast

    Minor DevotionsAppraiseAura AlterationCannibalizeConvergenceEnhancementMagnifyMartial TrancePsionic SensePsychic DrainReceptacleStasis FieldStretch

    Seventh Chakra: Crown (Divine)

    PSIONIC COMBATOverviewProcess for Psionic CombatPsionic Attack ModesId InsinuationEgo WhipMind ThrustPsionic BlastPsychic Crush

    Psionic Defense ModesMind BlankThought ShieldMental BarrierIntellect FortressTower of Iron WIll

    Modifiers by Attack/Defense ModeMagic Items That Affect Psionic Combat

    PSIONIC MONSTERSAbolethAqlghoulAstral GithBakuBrain MoleCerebral ParasiteCouatlDragon, GemDromiteGray Ooze, PsionicGarudaHive-MiteHollyphantIntellect DevourerIntellect SeekerKi-RinLimbo GithMantis-manMind ThresherNeothelidNightspinnerOpinicusPsychic VampireRho'tha (Wooly White Rhino)Serpent ManSheduSú-monsterThought EaterTitanToadstool, AlbinoYellow Mold Colony (Intelligent)Zowl

    APPENDICESAppendix A: Wild PsionicsAppendix B: Psionic ItemsPower StonesThird EyesRingsMiscellaneous ItemsAstras

    Appendix C: Psionics and MagicAppendix D: Phrenic CreaturesAppendix E: Conversions from Creature CompendiumAppendix F: Additional Monster Notes

    Open Game LicenseAlphabetic Index of Psionic DisciplinesReference SheetsBACK COVER