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Easy Start
Important attributes: WP, INT, CON
Suggested starting skills
Psionic List
Mental Energy to level 1 (minimum; if you can go higher, all the better)
Psionic Memory to level 1 (minimum; if you can go higher, all the better)
Without the above 2 skills you can't use psionic disciplines
Talent List
Pick your maximum starting talents (1 for dual-classed, 3 for single-classed)
Starting Out
Playing a psionicist character is pretty straightforward. During the character creation process, if you choose Psionicist as a profession, you will be asked to pick a psionic college from the list below. Disciplines are then available to develop just like skills. You start with knowledge of all Talents, General Knowledge (GK) disciplines and the Special Knowledge Counter Discipline from your college. Thus you can spend starting EXP to buy them to rank 1 and start using them. You will also start with one or more Special Knowledge (SK) disciplines determined by the GM. Exactly how many additional disciplines the character starts with is determined by their LUCK. The psionicist will start with one SK discipline, plus one additional "special" discipline per 2 points of LUCK above 15. Special disciplines could be additional SK disciplines or disciplines from the General Disciplines list. All remaining college disciplines and rituals can only be learned when you find a source from which to learn the discipline.
Using Disciplines
How many disciplines a mage can have memorized at one time depends on his INT and his level with Psionic Memory skill. Each level of Psioinic Memory skill allows you to have 2 disciplines in memory. You get a bonus of 1 additional discipline in memory for every 2 points of INT above 15. Disciplines in memory are there until you decide to purge them and memorize something else. A discipline does not fade from memory when used.
How many disciplines you can use in a given day is dependent on CON and your level with Mental Energy skill. Each level of Mental Energy gives you 2 mental points. High CON can also give you bonus mental points (see description of CON). Once you run out of mental points, you can't use disciplines until the next day after you have rested.
Mental Point Cost
- Talents - 0 mental points (unless indicated otherwise)
- General Knowledge disciplines - 1 mental point
- General Knowledge rituals - 10 mental points (+100 sp in ritual components)
- Special Knowledge disciplines - 2 mental points
- Special Knowledge rituals - 20 mental points (+200 sp in ritual components)
- Circles of Protection - 1d6-1 mental points (minimum 1 but cost drops as rank increases)
Using disciplines and rituals, in addition to using Mental Energy points, also tires out the psionicist. This is reflected by the psionicist taking non-lethal (NL) damage whenever they use a discipline or ritual. For each mental point spent in a discipline or ritual, the psionicist takes 2 points of NL damage. Thus, a General Knowledge discipline (1 mental point) causes 2 points of NL damage whenever it is used. A Special Knowledge ritual (20 mental points) causes 40 points of NL damage. See the rules for NL damage to determine how it is recovered.
Critical and Grievous Success
If a psionicist rolls exceptionally well (see grievous and critical table) he may achieve grievous or critical success with his discipline. Critical success allows him to double range or duration, or increase effect by 50% (if the discipline has multiple effects, he may increase a single effect by 50%). Grievous success is the same as critical success except that he may increase two aspects of the discipline (e.g., double both range and duration, double range and increase one effect by 50%, increase two effects by 50%, etc.).
List of Colleges
Psionic Combat
A psionicist can choose one of the following psionic combat specialization options:
- Double specialize in a psionic attack
- Double specialize in a psionic defense
- Single specialize in all psionic attacks
- Single specialize in all psionic defenses
See the Psionic Combat document for more information about psionic combat.
Single-Classed Psionicists
Psionicists can choose to be dual classed but there are advantages to those who choose to specialize only in psionics (i.e., be a single-classed psioinicist), as indicated below.
- All of the skills in the psionicist list can be developed at .75 cost. Note that the GM will have to make a manual adjustment to the code to have the costs compute correctly. If the costs are not computing correctly, let him know (the 7th value in the SkillLists field needs to be manually set to .75).
- The psionicist gains a 1 point savings on NL damage when using disciplines spells and circles (but not rituals). Thus, a GK discipline only causes 1 NL damage while an SK discipline causes 3 NL damage.
- The psionicist will start with one additional SK discipline.
- The psionicist will start with one Circle of Protection.
- The psionicist can choose one of the following specialization options:
- Double specialize in a single psionic attack
- Double specialize in a single psionic defense
- Single specialize in all psionic attacks
- Single specialize in all psionic defenses
Skill List Multiples
General - x1 (if dual-classed then x1.25)
Holy Skills - x1.5
Warrior Skills - x1.5
Sorcery Skills - x1.5
Rogue Skills - x1.5
Talents - x1.25
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