3PP Release (3rd Party Book Release) Paranormal Power: A Psionics Option for 5e and A5e, written by Steampunkette!


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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
You don't get the Cthulhu overtones or body horror implicit with the illithids mind flayers, but the niche seems otherwise filled. :)
The Nedraz Heritage Entry contains this section:

"In their lost time they created empires and warred and sought to know all that could be known under very different stars than we now see. And with their Strange Sciences they sought to change the world to suit themselves, to make the beasts of the world their servants, to change the very face of the world. In time, their pride grew beyond their abilities and they made a mistake that could never be forgiven."

These two particular phrases are directly tied to Valusian Serpentfolk lore. Specifically that they used strange sciences (Sorcery, Genetic Engineering, Etc) to modify other creatures into their servants. They'd take a rhinocerous and make it into a scale-covered reptilian monstrosity more pliant to their will. They'd take their own people and warp them to look like humans to infiltrate and replace important members of society, like Kull the Conqueror.

The body horror is still there... it's just written into the margins so you get to fill it out in the way that best fits your game, rather than being locked into a detailed ceremorphosis.

If you want it to be horrific sorcery that takes mere minutes, you can. If you want it to be giant glass vats with people floating in strange liquids and goops... It's an option. Heck. Maybe I'll release a Nedraz-directed supplement for the Malison and Abomination equivalents not as "Dendar-Focused Successes" but the twisted work of their sciences...
 

The Nedraz Heritage Entry contains this section:

"In their lost time they created empires and warred and sought to know all that could be known under very different stars than we now see. And with their Strange Sciences they sought to change the world to suit themselves, to make the beasts of the world their servants, to change the very face of the world. In time, their pride grew beyond their abilities and they made a mistake that could never be forgiven."

These two particular phrases are directly tied to Valusian Serpentfolk lore. Specifically that they used strange sciences (Sorcery, Genetic Engineering, Etc) to modify other creatures into their servants. They'd take a rhinocerous and make it into a scale-covered reptilian monstrosity more pliant to their will. They'd take their own people and warp them to look like humans to infiltrate and replace important members of society, like Kull the Conqueror.

The body horror is still there... it's just written into the margins so you get to fill it out in the way that best fits your game, rather than being locked into a detailed ceremorphosis.

If you want it to be horrific sorcery that takes mere minutes, you can. If you want it to be giant glass vats with people floating in strange liquids and goops... It's an option. Heck. Maybe I'll release a Nedraz-directed supplement for the Malison and Abomination equivalents not as "Dendar-Focused Successes" but the twisted work of their sciences...
This reminds me of the PF2 Drow's Fleshwarping practices. There is even a Fleshwarp ancestry. Fleshwarp - Ancestries - Archives of Nethys: Pathfinder 2nd Edition Database
 

Arakhor

Explorer
The body horror is still there... it's just written into the margins so you get to fill it out in the way that best fits your game, rather than being locked into a detailed ceremorphosis.

If you want it to be horrific sorcery that takes mere minutes, you can. If you want it to be giant glass vats with people floating in strange liquids and goops... It's an option. Heck. Maybe I'll release a Nedraz-directed supplement for the Malison and Abomination equivalents not as "Dendar-Focused Successes" but the twisted work of their sciences...

That's even better then! :love:
 

dave2008

Legend
Unless they are like the Gorn from Star Trek: Strange New Worlds. ;) That series took the Gorn from the original Star Trek series, and made them scarier to behold.
I will have to check that out. I have fantasized about a Gorn reboot for years, and didn't realize someone had already done the ground work. I wonder how it will match up with my own ideas.

EDIT: Nope, that is an awful retcon of the Gorn IMO. I just read about the Gorn in SNW and I am worse for it. They went from an interesting and nuanced species to fairly mindless villains. I guess my ideas are safe!
 
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This reminds me of the PF2 Drow's Fleshwarping practices. There is even a Fleshwarp ancestry. Fleshwarp - Ancestries - Archives of Nethys: Pathfinder 2nd Edition Database
Huh. That's kind of interesting. I had a half-drow character that had the ability to do that kind of forcibly bestowed upon him through magical torture back in the 2E days. It was heavily inspired by the Tzimisce from Vampire: the Masquerade. It also kind of revealed that he was actually a full blood elf, as the process separated his drow and surface elf halves symmetrically across his body.
 

I will have to check that out. I have fantasized about a Gorn reboot for years, and didn't realize someone had already done the ground work. I wonder how it will match up with my own ideas.

EDIT: Nope, that is an awful retcon of the Gorn IMO. I just read about the Gorn in SNW and I am worse for it. They went from an interesting and nuanced species to fairly mindless villains. I guess my ideas are safe!
What was your take on the Gorn? curious I watched bits of a SNW episode where an Enterprise Away team had to deal with some Gorn hatchlings. The series hasn't gotten around to showing what an adult Gorn looks like. Or how dangerous they are.
 

dave2008

Legend
What was your take on the Gorn? curious I watched bits of a SNW episode where an Enterprise Away team had to deal with some Gorn hatchlings. The series hasn't gotten around to showing what an adult Gorn looks like. Or how dangerous they are.
Well the original series commented on how they are skilled engineers, intelligent, social and hinted they could be negotiated with. So I had them eventually joining the Federation and becoming the major force of military-type engineering for the Federation. So most innovations in weapons and shields came from Gorn engineers. They also had a semi-independent elite force of shock troops/ ships that could be called to action when the mission was more hostile than what the Federation flagships & people were designed/trained for.

I also gave them a visual/biological reboot to a more warm-blooded dinosaur vibe (got ride of the insect eyes too - said those were a type of augmented contact lenses). So they were big and strong like the original, but reasonable fast and agile as well. With the newer info on T-Rex intelligence I might push it a little further (I always thought of the Gorn as humanoid T-Rexes).
 

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