Psionic Class for OD&D - AGAIN !

I recently read a comment on Reddit with regards to a blogpost about the Divine and the Mystic by user helios_4569 to the effect that:
Apparently the Mystic had what became the "psionic abilities," while the Divine had what became "psionic attack / defense".
Of course this isn't new: anybody that read about the psionic class, its development, implementation and so on, and that read most version of it and like the concept (like I do) knows about this. And yet something clicked. What if the psionic abilities WERE the combat abilities against other psionic ?

If you take a look at psionic in very popular medium, such as Stranger Things and Scanners, psionic abilities are "easy to perform" (even if draining) until you do them against another psionic (then your head explode if you are in Scanner). You can use ESP, Telekinesis, etc. and it's fine and fun until you hit another psionic.

Behold therefore the 5th version or so of a psionic class for OD&D here on this blogpost. For completeness, I added two methods: either you keep the "you are a psionic on top of your class" of OD&D, or you make it as a class. I went with a dice-based approach from the GLOG since it is, in my opinion, much better used for psionics than for magic. Both have the same abilities and combat, so just choose which of the "determining" factor you prefer and check the section afterwards.

Note that in any cases, psionics need to be included in your setting. In most of them, they are viewed even more dangerous than wizards and sorcerers, and for a good reason.



1A. PSIONICS AS ADD-ON

How to Become a Psionic
Only fighter and magic-user can become psionics. There are two methods of becoming a psionic: at character creation or during play.

  • Character Creation: If a character has 16 or more in either Intelligence or Wisdom and has 10 or more in the other, they have a psionic potential. To determine if that potential makes the character a psionic, roll 2d6. For each of the two mental stats at 15 or more, add +1, for each of the two mental stats at 18, instead add +2. On a result of 9+, the character is a psionic. 
  • Psionic Influence: If under the influence or the target of an opponent psionic ability, characters have 1% of becoming psionic. For those with already psionic potential, it's 5%. 

Gaining Psionic Abilities
At level one, if you are a psionic, you gain one psionic abilities at random. For each level after becoming a psionic, roll 3d6. If you roll equal to or above half your Intelligence score, you gain one extra psionic abilities at random.

For Figthing-Man, for each psionic abilities you have, you lose 2 HP max (cannot go below 1), 1 Strength score and one max follower. For Magic-User, for each psionic abilities you have, you lose one available spell per day at random with an incremental descending chance (so if you have spell level up to level 3, you'd roll 1d6 to determine which level where 1-2-3 = lvl 1, 4-5 = lvl 2 and 6 = lvl 3) and one maximum follower.

1B. PSIONIC AS CLASS

  • Prime Requisite: Intelligence
  • Restriction: Cannot have less than 10 in both Intelligence and Wisdom
  • Equipment: They can wear most simple weapon (staff, sling, mace and dagger) including their magical equivalent. They can wear leather armour, but not shield. They cannot wear helmet as it prevent them from concentrating and using their abilities.
  • Language: Because of their high Intelligence score, they will possess many language. But also, they can understand partially any language because of their mental prowess if they can concentrate on the speaker (and therefore, see him within range). For this, roll 1d6: on a result of 6, the Psionic can understand partially the content of the speaker's message; on a result of 5, the Psionic can understand the tone and feeling of the speaker.
  • Psionic Abilities: Psionic knows all their Psionic Abilities. At level 6, they can, once per adventure/long rest, forgo a Psionic Backlash at the cost of an extra Psionic Dice
  • Domain Level: At level 9, you can start a monastery of Psionics. Use the same rules as the Cleric, but all numbers are cut in half and you have psionic-related followers instead of religious followers. 
  • Progression: As Cleric, with the titles:
    • 1 - Psychic
    • 2 - Augur
    • 3 - Divine
    • 4 - Clairvoyant
    • 5 - Psion
    • 6 - Mentalist
    • 7 - Scanner
    • 8 - Mystic
    • 9 - Awakened

2. PSIONIC ABILITIES

Psionic Dice
A psionic has a number of Psionic Dice (PD) equal to double his Hit Dice. He recover fully his PD after a rest between adventure (or a couple of days of meditation in civilization with appropriate sleep and high caloric food).

Using Psionic Abilities
To use a Psionic Abilities (PA), the Psionic must know them as per his progression. After choosing a PA he knows, he allocate a certain number of PD to the ability. Then, he rolls the dice allocated to determine the effect based on two metrics: the number of dice rolled ([dice]) and the total sum of all dice ([sum]). If the result of a dice is 3 or less, the dice is returned to the PD pool of the Psionic and can be used again, otherwise it is discarded until regained.

Psionics are immune to normal use of PA from other Psionics. This is resolved through Psionic Combat.

Psionic Backlash
If there is a double on the dice roll, there is a Psionic Backlash (PB). To determine the effect of the PB, roll 2d6 and consulte the following list of effect. If there is two double or a triple, add +2 to the result of the 2d6 before consulting:

  • 2 - Nosebleed: The Psionic suffer a minor inconvenience and will have to take some time to rest after the use of the PA
  • 3 - Caloric Deficiency: The Psionic will need to eat one extra ration per day for 1d3 days because of expanded energy.
  • 4 - Energy Drain: Drained of energy, the Psionic need to eat a ration and take one exploration turn of rest before being able to run, fight or lift things. The Psionic can barely walk. 
  • 5 - Fatigued: Become fatigued (as if the Psionic didn't sleep or eat in the last 24-48h).
  • 6 - Confusion: Confusion on self for one exploration turn. 
  • 7 - Dampening: Can't use PA for 2d6 hours
  • 8 - Mind Wipe: The Psionics blank for one exploration turn and then forget everything of the last 1d6 hours.
  • 9 - Mental Explosion: Psionic Blast centered on self with the effect being determined by the dice that caused the PB
  • 10 - Unconsciousness: The effort was too great and the Psionic fall unconscious for 1d3 days
  • 11 - Submerged : Suffer [sum] / 2 in HP damage. If killed, his head explode. 
  • 12 - Attraction: To the Referee's discretion. A powerful psionic monster is now aware of the Psionic and wants to either kill (1-3 on d6) or subdue him (4-6 on d6). Depending on the monster, he can try and do it subtely, affect or not his companion, use multiple tactics, and so on. 
  • 13 or more - Astral Tear: A powerful psionic energy causes a tear in the planes. The Psionic is taken in the tear and anyone around him up to [dice] x 5 feet. There is a a chance (1-3 on a d6) that the effect of the previous result, Attraction, will be also effective for the party or the Psionic (if he is still alive). To determine what happens to the Psionic, roll 2d6:
    • 2-3: Taken to the void and disappear forever
    • 4-5: Transported into a plane or dimension that's not meant for human (fire plane, the Abyss, and so on)
    • 6-7: Transported into the Shadow World (the upside down) where other creatures (including psionic one) will try to hunt and eat his soul
    • 8-9: Teleported anywhere on the world and unconscious for 1d6 days
    • 10-11: Telported anywhere on the continent and unconscious for 1d3 days
    • 12: Teleported elsewhere in the region and unconscious for 1d6 hours

Psionic Abilities List and Description

Telepathy: Touching the mind of others
  • Range: 30 feet
  • Duration: One minute
  • Target: One
  • Effect
    • 1 [dice] (Telepathy): Can speak to the target
    • 2 [dice] (ESP): Can listen to surface thought of a group of target for up to [sum] x 5 feet
    • 3 [dice] (Mind Wipe): Can erase from mind the past [sum] minutes from the mind of the target
Divination : Withdrawing the mind into the will to go through time and space

  • Range: Self/touch
  • Duration: One exploration turn
  • Target: Self
  • Effect:
    • X [dice] (Psychometry): Can learn the history and different owners of a touched object. The information length depends on the [sum]:
      • 5 or less: up to 24h
      • 6 to 10: up to one month
      • 11 to 15: up to one year
      • 16+: Up to one century
    • 3 [dice] (Astral Travel): The Psionic can perform Astral Travel. He enters a different time-space frame where he can flow through solid matter in an environment where only the strongest mind and will are visible (i.e. creatures below 2 HD are not visible). Everything is dark and cold, yet the Psionic can travel in this environment as if under a Infravision. Note that other psionics and psionic creatures can see and affect the psionic through psionics (no magic or physical mean are possible, unless the Magic-User is under a parallel Astral Spell). It's possible to sever the Astral Travel at any point. If the body or mind of the Psionic are destroyed during the Astral Travel, the character dies and no resurection (save by a Wish) are possible. 

Psychokinesis: Mind Over Matter
  • Range: 60 feet
  • Duration: One minute
  • Target: Object or creature
  • Effect:
    • X [dice] (Telekinesis): The Psionic can lift up to [sum] x 200 GP worth of weight. If targetting a living creature, the target can make a Saving Throw vs Spell to negate the effect. The lifted object move at 10 feet per 6 second (for a total of 100 feet) and half that rate for living creatures. 
      • + 1 [dice] (Psionic Blast): The Psionic can still an object that's already in Telekinesis and unleash all the gravitational and mental power in a shockwave around the object (severing the Telekinesis). This create a powerful Psionic Blast (radius of [dice] x 5 feet) that affect those that fail their Spell saving throw (Psionics save at +1; those with 15 or more Intelligence or Wisdom score save at +1, cumulative). The affected target suffers [sum]/2 damage and are knocked unconscious on the ground for 1d3 combat round. 

Hypnosis: Subverting the Ego




  • Range: 30 feet
  • Duration: Special
  • Target: One creature
  • Effect:
    • X [dice] (Sleep): If the target has X or less HD and has direct eye contact with the Psionic, it falls asleep for [sum] x 10 minutes. The target can be woken at any moment by the Psionic using a special word. 
    • (Suggestion) The Psionic can decide to mentally implement a strong idea that must be accomplished immediately to the best of the target ability upon waking. The suggestion cannot be self-destructive. 
      • +1 [dice] (Charm Person): The Psionic use Charm Person as per normal which lasts for [sum] x 10 minutes after being woken. It cannot be used with the suggestion ability. 
3. PSIONIC COMBAT

Psionic Combat Generalities
A Psionic Combat can happen volontarily (when two psionics collide and start using the combat system), or involontarily (when a Psionic tries to use a PA on a target, and the target is a Psionic).

Psionic Combat Dice
At the beginning of a combat, a Psionic have a number of Psionic Combat Dice (PCD) equal to their current PD number. They use those to perform Attack Mode (AM) and Defense Mode (DM).

PCD are lost at the end of each combat. When a result of 1 to 3 is rolled, the dice is kept in the pool; when a result of 4 to 6 is rolled, the dice is lost. There is no PB in combat.

Combat Sequence

  1. In the declaring intent phase of combat, each Psionic choose secretly which AM is used and which DM is used, and how many PCD are allocated to each
  2. Reveal simultaneously all Psionic AM and DM with their respective allocation
  3. Determine which goes first
  4. Resolve the Combat
  5. Carry on with the rest of a normal combat procedure if there is one in parallel. If not, return to step one until both Psionic stop or one is unable to act. 

Attack Mode
Each AM is based on the various PA of the Psionic. Only one AM can be used per turn. Each attack one portion of the target and, if resolved, will produce a specific effect:

  • Telepathy
    • Attack the mind
    • Causes unconsciousness for a number of hours equal to the [dice] of the Psionic attacker
  • Divination
    • Attack the will
    • Causes possession by the Psionic attacker on the defender for a number of minutes equal to the [dice] of the attack
  • Psychokinesis:
    • Attack the nervous system (performing a psychic crush)
    • Causes death if the saving throw - [dice] is failed
  • Hypnosis:
    • Attack the ego
    • Causes confusion (as per the spell) for [dice] combat turn. While affected, the Psionic cannot use their Psionic abilities. 

Defense Mode
There is four DM, as per the four AM:

  • Mental Barrier: Protect the mind
  • Tower of Iron Will: Protect the will
  • Intellect Fortress: Protect the nervous system
  • Mind Blank: Protect the ego

Resolve Combat
To resolve combat, each Psionic roll the assigned dice for their AM against the DM of the opponent. If the [sum] of the attacker is greater, it is a success. If the [sum] is lower, it is a failure.

  • Success: The attacker can either decide to freely make the target lose 1d3 PCD, or they can try to power their attack. If they do so, they roll like a normal PA (including any possible PB) and the target suffer the effect as per the AM
  • Failure: The attacker lose an extra PCD

In any cases, a Psionic without PCD falls weak on the ground and cannot defend themselves anymore. Each AM is resolved as if a Success. Extra PCD are taken from his normal PD pool until at 0 they fall unconscious.

Comments

  1. This is brilliant stuff and I am 100% using it if I ever need psionics in my game.

    ReplyDelete
    Replies
    1. Happy to have helped ! Nice name btw.

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