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5ing my own E...who's with me?!
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<blockquote data-quote="steeldragons" data-source="post: 5863502" data-attributes="member: 92511"><p>Ok, here's something I haven't tried to do in a very verrrry long time. </p><p></p><p>I don't really have any knowledge of how "Psions" worked in other editions, so if any of this seems repetitive or unnecessary, let me know. I homebrewed a "psionic class" ages ago, maybe even before 2e. A convaluted system of "power points" and limited powers, etc, severely originally intended as boiled from the AD&D psionics rules/powers but as usualy with such things, eventually grew beyond any easily manageable useful system.</p><p></p><p>Since I haven't had anyone want play a "psion" in forever, I never really went back and looked at it again as other materials came out on the subject over the years.</p><p></p><p>I am kinda liking the format I have going for the classes, thus far, and in my half-sleep induced haze all of this...shtuff...was running through my head (keeping me from sleep for quite some time).</p><p></p><p>So, even though we don't yet know if a "Psionic class" will even be in the core, I figure why not throw it all up on ye olde EN World wall and see what sticks. It made tons of sense and seemed relatviely simple last night...let's hope I recall it all. hahaha.</p><p></p><p>NOTE: Since I am only charting out abilties for the classes for levels 1-5, it should be assumed that there are powers and increased effects beyond them. But for here, now, just to get it on the table, I'll just worry about 1-5.</p><p></p><p>WARNING: THIS GOT LOOONNNGGUH.</p><p></p><p>Look forward to hearing what people think about all of this.</p><p></p><p><span style="font-size: 12px">THE PSYCHIC/PSION</span></p><p></p><p>A Word about Psychic Powers: Psions can be really great fun flavorful characters, however it is likely a good deal of the onus in understanding and describing the psychic's powers/effect, falls on the DM. Several of the powers and class abilities deal in "senses" or "feelings" or "vague images/interpretations." Obviously, there is a loooot of room/play here for DM's discretion and detail. *<em>If the DM is not interested in engaging in these types of descriptions/depictions and/or comfortable making judgement calls that might be necessary for the somewhat ethereal nature of mental/psychic/psionic powers, then it is recommended the DM not allow a Psychic/Psion PC or have such psychically gifted individuals (PCs or NPCs) in the campaign.</em>*</p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Light armor (padded, leather, studded leather), no shields.</span></p><p><span style="font-size: 10px">Weapons: staff, spear, dagger/knife, club/cudgel, sling.</span></p><p><span style="font-size: 10px">Prime Abilities: Wisdom and Charisma. Apply any Wisdom or Charisma (whichever is higher) Bonus to your allotment of "Manifestations" per day and all Skill/Ability Checks and Save/Defense rolls using Wisdom or Charisma as their determiner (the psychic uses whichever is the higher bonus regardless of the ability called for).</span></p><p><span style="font-size: 10px">Ability Restrictions: A Psychic must have a gifted/disciplined mind, enlightened spirit and strong force of will and sense of self. A PC must have 14 or higher in ALL THREE mental stats (Intelligence, Wisdom and Charisma) to be a Psychic.</span></p><p> <span style="font-size: 10px"></span></p><p>Psychic.......Hit......Manifestations...........Weapon.............Class</p><p>Level........Points........per day*............Proficiencies..........Ability** </p><p>1................6..............1..............................1.........Psychic Impression</p><p>2...........+3 or d6........1..............................1 .........Choose Talent</p><p>3...........+3 or d6........2..............................1..............Empathy</p><p>4...........+3 or d6........2..............................2..........Choose Talent</p><p>5...........+3 or d6........3..............................2..........Mental Shielding</p><p> *<span style="font-size: 9px">+Wisdom or Charisma bonus, whichever is higher, possessed by the Psychic.</span></p><p>** <span style="font-size: 9px">The use of Class Abilities and Talents, both, are considered/use up a Manifestation.</span></p><p></p><p>MANIFESTATIONS</p><p>The manifestation of a psychic's powers follows a fairly simple progression dependent on the psychic's level (except where noted in a particular power's description). </p><p></p><p>Range/Area of Effect: The psion is able to utilize their power within 10' per level of their location.</p><p></p><p>Duration: A manifestation lasts for as many rounds as the psychic has levels. The psychic may terminate any effect/power before the duration is expired, at will.</p><p></p><p>Effects: For abilities that contact/effect an active mind, the psychic is able to effect (contact, attack, etc.) 1 mind per level of the psychic, except where otherwise noted. Be aware that the minds effected must be above animal intelligence to be effected or be a creature who is, themselves, psychically aware, if not capable. For effects that involve physical motion/movement, the psychic is able to manipulate/lift/move 10 pounds of material per level up to 10' distance per level per manifestation.</p><p></p><p>Energy Renewal: The psion regains all of their manifestations after a complete rest (minimum 8 hours or sleep or inactivity). If able to get in a minimum of 4 hours of rest (if not sleep), they may regain half their expended allotment (rounded down).</p><p></p><p>Extending effects/duration: The psychic has three options here:</p><p>1) Most simply, the psychic may expend another of their manifestations for the day, if they have one available, to continue the use of the power (adding another number of rounds to the effect as the psion has levels).</p><p></p><p>2) Concentration: The psychic is able to prolong the duration of one of their powers,<em> once per day</em>, through intense concentration. This prolonging may not exceed the same number of rounds as the psychic's Wisdom or Charisma bonus (whichever is higher). While prolonging powers in this manner, the psychic may not move, attack, speak or engage in any other activity. Landed Hits/Damage to the psychic immediately negates the concentration and ends the manifestation/effect. The psychic, also, may not manifest any other power (including class Abilities) for as many rounds as they were concentrating from the exhaustion of the effort.</p><p></p><p>3) If the psychic finds themselves without other options, or out of manifestations, the psychic may "burn" 1 point of Wisdom and 1 point of Charisma to force another/continued round of manifestation. This expenditure may not exceed more than half of either ability. Ability recovery, without magical aid/restoration, occurs at 1 point, each, per day (24 hour period). The psychic is unable to manifest any Talent powers (they still maintain their Class Abilities) nor add any bonus to their daily manifestations until their Wisdom and Charisma ability scores have returned to their normal/full score. This option should truly be viewed by the PC as an absolute last resort/emergency situation.</p><p></p><p> CLASS ABILITIES</p><p>Psychic Impression: <span style="font-size: 10px">The Psychic, once per day per level, is able to attune themselves to the surrounding area (10' per level) to sense the presence of psychic energies/activities. This gives the psion the ability to feel the presence of other minds and the presence other psychic activity or psychically aware creatures within the area. Note that the use of this Ability does not allow the psychic to effect or contact said minds, simply be aware they are within the area.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">A creature must have above animal intelligence to show up on the </span>psychic's "radar"- mundane animals, slimes/oozes, "mindless" undead (like skeletons and zombies) will not "ping" the psion's Psychic Impression. Similarly any creatures manifesting psionic abilities within range will be noted and, sometimes (DM's discretion) vague/emotional impressions of an object or place. The site of a massacre, for example, will likely fill the psychic with images of blood, pain, fear, rage, maybe an image of someone who was slain or who was attacking, etc. An magic sword (+3 against undead, let's say) lost for years in the dungeon might give her sensations of "goodness, security, defend life, etc." maybe also/instead "loneliness, a desire to be useful" or some such. It is up to the PC(s) to interpret what/how these images/sensations are relevant.</p><p> </p><p>Psychic Talents: <span style="font-size: 10px">The Psychic begins play with ONE of the following Talents and <em>may choose</em> to increase the bonuses of their existing Skills <strong>or</strong> adopt/train in a new one as they increase in level. The Talent powers are categorized in tiers referred to most commonly, among the psychically aware as "Orders." These orders increase, again steadily, on an "every other level" basis. That is, For each time the PC selects the same Talent, they "go up" to the next order of abilities with that talent. The Psychic Talents are:</span></p><p><span style="font-size: 10px">Telepathy, </span><span style="font-size: 10px">Telekinesis, Clairvoyance, Psychomorph, and Psychic Vampire. All to be detailed later (since this is already STUPID long!).</span></p><p><span style="font-size: 10px"></span> </p><p>Empathy: <span style="font-size: 10px">The Psychic is able to apply their Bonus to Intelligence, Wisdom or Charisma Skill/Ability rolls for the purposes of gathering information, discerning motives, insight, diplomacy and any interaction. Once per day per level, the Psychic is able to hone in on a particular person to determine if they are lying (as the Detect Lie spell) as well as the general emotional state of those within 10 per level.</span></p><p> </p><p>Mental Shielding:<span style="font-size: 10px"> The Psychic is extended their own mind's defenses to apply their Wisdom or Charisma bonus to the Saves/Defense rolls of 1 person per level (beyond themselves) against any kind of </span>Will or mind-effecting magics or effects, illusions, fear, awe, confusion, charms, possession, etc. All minds being shielded by the psychic apply the psychic's bonus <em>in addition to </em>any Wisdom bonus of their own.</p><p> </p><p>CLASS THEMES</p><p> <span style="font-size: 10px">will be detailed in a future with the Psychic Talent</span> Orders/Powers.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5863502, member: 92511"] Ok, here's something I haven't tried to do in a very verrrry long time. I don't really have any knowledge of how "Psions" worked in other editions, so if any of this seems repetitive or unnecessary, let me know. I homebrewed a "psionic class" ages ago, maybe even before 2e. A convaluted system of "power points" and limited powers, etc, severely originally intended as boiled from the AD&D psionics rules/powers but as usualy with such things, eventually grew beyond any easily manageable useful system. Since I haven't had anyone want play a "psion" in forever, I never really went back and looked at it again as other materials came out on the subject over the years. I am kinda liking the format I have going for the classes, thus far, and in my half-sleep induced haze all of this...shtuff...was running through my head (keeping me from sleep for quite some time). So, even though we don't yet know if a "Psionic class" will even be in the core, I figure why not throw it all up on ye olde EN World wall and see what sticks. It made tons of sense and seemed relatviely simple last night...let's hope I recall it all. hahaha. NOTE: Since I am only charting out abilties for the classes for levels 1-5, it should be assumed that there are powers and increased effects beyond them. But for here, now, just to get it on the table, I'll just worry about 1-5. WARNING: THIS GOT LOOONNNGGUH. Look forward to hearing what people think about all of this. [SIZE=3]THE PSYCHIC/PSION[/SIZE] A Word about Psychic Powers: Psions can be really great fun flavorful characters, however it is likely a good deal of the onus in understanding and describing the psychic's powers/effect, falls on the DM. Several of the powers and class abilities deal in "senses" or "feelings" or "vague images/interpretations." Obviously, there is a loooot of room/play here for DM's discretion and detail. *[I]If the DM is not interested in engaging in these types of descriptions/depictions and/or comfortable making judgement calls that might be necessary for the somewhat ethereal nature of mental/psychic/psionic powers, then it is recommended the DM not allow a Psychic/Psion PC or have such psychically gifted individuals (PCs or NPCs) in the campaign.[/I]* [SIZE=2] Light armor (padded, leather, studded leather), no shields. Weapons: staff, spear, dagger/knife, club/cudgel, sling. Prime Abilities: Wisdom and Charisma. Apply any Wisdom or Charisma (whichever is higher) Bonus to your allotment of "Manifestations" per day and all Skill/Ability Checks and Save/Defense rolls using Wisdom or Charisma as their determiner (the psychic uses whichever is the higher bonus regardless of the ability called for). Ability Restrictions: A Psychic must have a gifted/disciplined mind, enlightened spirit and strong force of will and sense of self. A PC must have 14 or higher in ALL THREE mental stats (Intelligence, Wisdom and Charisma) to be a Psychic. [/SIZE] Psychic.......Hit......Manifestations...........Weapon.............Class Level........Points........per day*............Proficiencies..........Ability** 1................6..............1..............................1.........Psychic Impression 2...........+3 or d6........1..............................1 .........Choose Talent 3...........+3 or d6........2..............................1..............Empathy 4...........+3 or d6........2..............................2..........Choose Talent 5...........+3 or d6........3..............................2..........Mental Shielding *[SIZE=1]+Wisdom or Charisma bonus, whichever is higher, possessed by the Psychic.[/SIZE] ** [SIZE=1]The use of Class Abilities and Talents, both, are considered/use up a Manifestation.[/SIZE] MANIFESTATIONS The manifestation of a psychic's powers follows a fairly simple progression dependent on the psychic's level (except where noted in a particular power's description). Range/Area of Effect: The psion is able to utilize their power within 10' per level of their location. Duration: A manifestation lasts for as many rounds as the psychic has levels. The psychic may terminate any effect/power before the duration is expired, at will. Effects: For abilities that contact/effect an active mind, the psychic is able to effect (contact, attack, etc.) 1 mind per level of the psychic, except where otherwise noted. Be aware that the minds effected must be above animal intelligence to be effected or be a creature who is, themselves, psychically aware, if not capable. For effects that involve physical motion/movement, the psychic is able to manipulate/lift/move 10 pounds of material per level up to 10' distance per level per manifestation. Energy Renewal: The psion regains all of their manifestations after a complete rest (minimum 8 hours or sleep or inactivity). If able to get in a minimum of 4 hours of rest (if not sleep), they may regain half their expended allotment (rounded down). Extending effects/duration: The psychic has three options here: 1) Most simply, the psychic may expend another of their manifestations for the day, if they have one available, to continue the use of the power (adding another number of rounds to the effect as the psion has levels). 2) Concentration: The psychic is able to prolong the duration of one of their powers,[I] once per day[/I], through intense concentration. This prolonging may not exceed the same number of rounds as the psychic's Wisdom or Charisma bonus (whichever is higher). While prolonging powers in this manner, the psychic may not move, attack, speak or engage in any other activity. Landed Hits/Damage to the psychic immediately negates the concentration and ends the manifestation/effect. The psychic, also, may not manifest any other power (including class Abilities) for as many rounds as they were concentrating from the exhaustion of the effort. 3) If the psychic finds themselves without other options, or out of manifestations, the psychic may "burn" 1 point of Wisdom and 1 point of Charisma to force another/continued round of manifestation. This expenditure may not exceed more than half of either ability. Ability recovery, without magical aid/restoration, occurs at 1 point, each, per day (24 hour period). The psychic is unable to manifest any Talent powers (they still maintain their Class Abilities) nor add any bonus to their daily manifestations until their Wisdom and Charisma ability scores have returned to their normal/full score. This option should truly be viewed by the PC as an absolute last resort/emergency situation. CLASS ABILITIES Psychic Impression: [SIZE=2]The Psychic, once per day per level, is able to attune themselves to the surrounding area (10' per level) to sense the presence of psychic energies/activities. This gives the psion the ability to feel the presence of other minds and the presence other psychic activity or psychically aware creatures within the area. Note that the use of this Ability does not allow the psychic to effect or contact said minds, simply be aware they are within the area. A creature must have above animal intelligence to show up on the [/SIZE]psychic's "radar"- mundane animals, slimes/oozes, "mindless" undead (like skeletons and zombies) will not "ping" the psion's Psychic Impression. Similarly any creatures manifesting psionic abilities within range will be noted and, sometimes (DM's discretion) vague/emotional impressions of an object or place. The site of a massacre, for example, will likely fill the psychic with images of blood, pain, fear, rage, maybe an image of someone who was slain or who was attacking, etc. An magic sword (+3 against undead, let's say) lost for years in the dungeon might give her sensations of "goodness, security, defend life, etc." maybe also/instead "loneliness, a desire to be useful" or some such. It is up to the PC(s) to interpret what/how these images/sensations are relevant. Psychic Talents: [SIZE=2]The Psychic begins play with ONE of the following Talents and [I]may choose[/I] to increase the bonuses of their existing Skills [B]or[/B] adopt/train in a new one as they increase in level. The Talent powers are categorized in tiers referred to most commonly, among the psychically aware as "Orders." These orders increase, again steadily, on an "every other level" basis. That is, For each time the PC selects the same Talent, they "go up" to the next order of abilities with that talent. The Psychic Talents are: Telepathy, [/SIZE][SIZE=2]Telekinesis, Clairvoyance, Psychomorph, and Psychic Vampire. All to be detailed later (since this is already STUPID long!). [/SIZE] Empathy: [SIZE=2]The Psychic is able to apply their Bonus to Intelligence, Wisdom or Charisma Skill/Ability rolls for the purposes of gathering information, discerning motives, insight, diplomacy and any interaction. Once per day per level, the Psychic is able to hone in on a particular person to determine if they are lying (as the Detect Lie spell) as well as the general emotional state of those within 10 per level.[/SIZE] Mental Shielding:[SIZE=2] The Psychic is extended their own mind's defenses to apply their Wisdom or Charisma bonus to the Saves/Defense rolls of 1 person per level (beyond themselves) against any kind of [/SIZE]Will or mind-effecting magics or effects, illusions, fear, awe, confusion, charms, possession, etc. All minds being shielded by the psychic apply the psychic's bonus [I]in addition to [/I]any Wisdom bonus of their own. CLASS THEMES [SIZE=2]will be detailed in a future with the Psychic Talent[/SIZE] Orders/Powers. [/QUOTE]
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