Hyperconscious

Psion

Adventurer
Hyperconscious

Hyperconscious is a psionics adventure and expansion for d20 fantasy/D&D 3.5 and the Expanded Psionics Handbook. The book is written by Bruce Cordell (who also authored the Expanded Psionics Handbook) and published by Malhavoc press under White Wolf's Sword and Sorcery banner.

This review is primarily written regarding the print version, which integrates much material from earlier Malhavoc psionics products. PDF versions are also available, some of which do not include the updated material, only new material. PDF versions are available in a DRM protected version from DriveThruRPG and a much more convenient and capable standard PDF version on the White Wolf online catalog.

This product updates and revises some material from If Thoughts Could Kill and Mindcapes. In places I refer to these earlier reviews rather than repeat everything here. The links to my Mindscapes review follows. Alas, it seems I never did review If Thoughts Could Kill.

Mindscapes Volume I: A Psion's guide

Mindscapes Volume II: Beasts of the Id

A First Look

The print version of Hyperconscious is a 160 page perfect bound softcover book available for $23.99. This is competitive for a d20 product considering many are trending towards $25 for 128 pages.

PDF versions of Hyperconscious are $7 for a 64 page version with only the adventure and all new material, and $11 for a $160 page version including updated material. Overall, this provides many options for fans, depending on what they already might own or how convenient they feel it is to have revised material included.

The cover has a bright orange background with a meditating or concentrating robed woman surrounded by fire. The illustration is by Malhavoc mainstay Kieran Yanner.

The interior is black-and-white. Interior artists include Toren "MacBin" Atkinson, Kev Crossley, Alan Pollack, and Kieran Yanner. Much of the art is drawn from previous works updated here (but is of notably high quality; Yanner's Lucid Cenobite illustration remains one of my favorites), but Crossley's new art is a nice addition to the previously existing work.

A Deeper Look

Hyperconscious is organized into eight chapters. The first two chapters are devoted to the adventure. The third is an update of the Mindscapes psionic combat system. The remainder are new character options. I will be limiting my commentary on material from Mindscapes and If Thoughts Could Kill; for more in-depth information, see my Mindscapes review.

(Spoilers regarding the adventure follow.)

The adventure itself is interesting and moody. The adventure involves the threatening entity known as The Dark Plea, first introduced in the event book When the Sky Falls. Those who found the Dark Plea intriguing will want to pick up Hyperconscious for further details on this enigmatic villain.

The adventure happens in the wake of the destruction of the so-called Oraculus, a site and organization that was the source of great prophecies. One of the seven sages of the former Oraculus hired the party to travel to the former site of the Oraculus, where they discover the crater is a gateway to the so-called Shallows, a series of minor dream realms that the Oraculus used to draw its prophecy. Successful players will discover that the seven seers of the Oraculus have been deceived, and are pawns in a plan by the Dark Plea reaching across time to ensure it is created.

(End Spoilers)

The mindscapes system only has minor tweaks from the system in Mindscapes: A Psion's Guide. Since the Expanded Psionics Handbook includes many of the changes introduced in Mindscapes such as removal of combat modes as a distinct ability of psionic characters and addition of feats to the psion, many of the changes that Mindscapes implemented are rendered moot.

For those not familiar with Mindscapes, the basic concept is that whenever two psionic creatures get near each other, a random "mindscape" which only psionic creatures can perceive springs up. Psionics can face off in combat in this imaginary landscape to gain real world advantages, such as bonuses to saving throws, damage resistance, damage bonuses, and so forth.

These contents are elegantly handled by having each combatant make a d20 combat mode check, using a new modifier that the Mindscapes system introduces, which is on the same scale (but not necessarily the same as) saving throws. All in all, it makes a quick to resolve "psionic combat" system that is directly pertinent to other psionic power uses, even for more physical classes like psychic warriors.

There are a few tweaks from the Mindscapes: A Psion's Guide version of the rules. For example, in those rules, the terrain and combat mode types referred to an ability score, but the characters' ability scores were never referred to in any way. This reference was removed, preventing confusion that arose with the original version of the rules.

The third chapter details feats. A majority of these feats are updates of feats from Mindscapes: A Psion's Guide and If Thoughts Could Kill. The only feats you will find missing from the update are Inertial Armor Redux (which is no longer appropriate since in the Expanded Psionics Handbook, Inertial Armor became a power instead of a feat) and Psychic Specialization (owing to removal of the weapon specialization feat from the psychic warrior's repertoire).

Examples of feats from previous volumes for those not familiar with them are as follows:
-Sequester Power(If Thoughts Could Kill): This feat allows a psionic character to temporarily forego the use of a power to gain a temporary boost in power points. Essentially unaltered (other than to accommodate the renaming of the required feat Inner Power to Psionic Talent in the XPH), as the XPH psion is not underpowered as the original, this feat is both less essential and less potent than it once was, but remains an attractive choice.
-Transcend Limits(If Thoughts Could Kill)[/I]: I was surprised to see this feat reappear, as its role was relegated to overchannel in the XPH. In Hyperconscious, this feat has been transformed into an extended version of Overchannel, allowing you to access higher effective manifester levels albeit at an even greater cost in terms of damage. This makes the feat seem very costly to me and not very appealing, especially since it also requires overchannel. Such a feat seems to me only likely to be sought out by players seeking obscure power combinations, which is just the sort of mechanic I prefer to omit from my games.
-Elemental Spike(Mindscapes): This feat adds elemental damage to a non-elemental power, with no cost (similar to some eldritch feats from Book of Eldritch Might). The feat has become more narrow in this incarnation, requiring the user to select a specific power to which is applies.
-Primordial Surge(Mindcapes): This power inflicts a morale penalty on enemies struck with a critical hit as a result of a flash of the creature's death in its mind when struck. This feat is essentially unchanged since the original version, but now that weapon specialization is no longer part of the psychic warrior, it could become an example of the sort of ability that helps differentiate the psychic warrior from the fighter. (It still, however, lacks any mention that this is a mind affecting effect, which it probably should for purposes of creatures likely to be affected by the feat as described.)

New feats come in four varieties. A number of dream related feats support the adventure dream theme. Latent psi feats grant simple psi-like abilities to the characters. Finally, there are a few new feats related to dorje (such as dorje blade, which allows the user to wield a dorje as a club-like weapon, with the possibility to discharge on a critical hit). Finally, a few metapsionic feats that never made it to the XPH are brought up-to-date here (such as persistent power.)

The fifth chapter regards psionic items. Again, most of the entries are updates or supporting the adventure. Dreamstained items are cheap psionic items with a price that play a pivotal role in the adventure.

Psicrystal staves and synaptic masks make a return from Mindscapes. Psicrystal staves feel a bit odd now, given that psionic crowns fill the niche of staves in the XPH. That said, I was glad to see them included for the basic concept of the psicrystal staff is more than just a psionic version of a magical staff. They can be used to store a psionic character's psicrystal. They can then be upgraded and customized by the addition of a number of companion stones.

The sixth chapter follows a similar pattern. All creatures in Mindscapes: Beasts of the Id and If Thoughts Could Kill are updated here, as is one creature from When the Sky Falls, the Hungry Dreamer. New creatures are, again, primarily in support of the adventure, such as the Bayard (solidified astral construct made used by the astral dragoon prestige class, and example of which appears in the adventure) and the reflexion (template that created a nightmare version of a real creature). There is one new creature that does not appear in the adventure, the mind grub collective.

The new powers again follow this pattern, and considering that the nature of powers were most radically changed of any part of the psionics system in XPH, demanded the most significant upgrades. I was concerned that many of these powers would simply not receive an augment option, but actually Cordell did a pretty thorough job here. As an example, where appropriate, similar powers of different levels were combined. For example, adimantify, mineralize, mithrilize, and metallize, all of which harden the psion's skin, granting DR, were combined into the alloyed hide power. Some other powers that had no previous scaling like avaunt (which provides intimidate bonuses) now provide increased benefits with the expenditure of additional power points.

Cordell even uses Hyperconscious as a route for some quickened errata or variants for existing powers. The unofficial errata of the XPH dominate power appears here.

One thing from the older books you won't see here is a repeat of the If Thoughts Could Kill spell-to-power conversion. Arguably, this isn't needed anymore given how much attention psion powers have received since then, but it does present a bit of a problem if you wish to run the excellent If Thoughts Could Kill adventure, which relies on some of these conversions if the players don't play their cards right.

Prestige classes also follow the book formula of updating previous material and supporting the adventure. All of the prestige classes from Mindscapes: A Psion's Guide and If Thoughts Could Kill are updated here, and all of the remaining prestige classes appear in the adventure in some capacity. Most of the new prestige classes such as the Awakened Dreamer, Dream Keeper, and Dreamwright follow the adventure's dream theme. Other classes merely make cameos in the adventure. For example, the Astral Dragoon is a specialized rider that calls their mount from the stuff of the astral (sort of like the PHB's paladin's mount, but it makes sense…). The , Quietus is sort of a psionic assassin specialized in using telepathic attacks, most particularly mind thrust. The mechanics are a little odd on this one, as it seems as if as written, as at high levels, the quietus is quite likely to inflict more damage with a mind thrust if the victim makes the requisite saving throw than if they fail it.

The prestige classes chapter also has a few Expanded Psionics Handbook variants. Some tweaks are suggested for the pyrokineticist, and a new prestige class, the blade manifester, provides a soulknife character with some psionic powers. The former tweak seems fine while the latter to me misses the point. I do feel that the soulknife class from the XPH is a flawed idea, but the problem as I see it is that the class is inherently a specialized concept. The class itself should be a prestige class; making a more psionic prestige class does nothing to mend the conceptual issues of having the soulknife as a core class.

The most significant and needed tweak offered here is the much maligned metamind. The metamind variant presented here gets better cognizance crystal abilities sooner, and received more manifester level advancements. In the stead of the harsh manifester level advancement, the metamind is required to sequester powers, similar to the feat described aboving, meaning that the metamind is very focused, but has access to more potent powers and receives a much better benefit in terms of psionic power.

Conclusions

As a stand alone adventure, Hyperconsious is a competent adventure, and expands nicely on Cordell's Dark Plea idea. If the Dark Plea from When the Sky Falls appealed to you, the adventure is a compelling buy.

Considering the significant nature of the upgrades to the psionics system in the XPH, an upgrade of the Malhavoc material was compulsory if you want to use it. Those who already own this material will not find much new, but may feel compelled to pick up the updates, though Malhavoc has made this more manageable if you aren't afraid to go the PDF route, allowing you to pick up just the new material if you already have the upgrades of the old books.

The mindscapes system is the only system for a psionic combat system now that the XPH has ditched the core psionic combat system. Such a system helps keep the role of psionics distinct in the game and provides some flavorful options. That said, the mindscapes system required little upgrading to use with the XPH.

Overall, if you are comfortable with the XPH material but don't have the Malhavoc psionics material yet, Hyperconscious provides some interesting additions that are better balanced than anything currently written for psionics. If you are already using Malhavoc's psionics materials, there is a good chance you know if you want these, because you have been waiting impatiently for the upgrade.

Overall Grade: B+

-Alan D. Kohler
 

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Dream is the gate, Mind the fuel, and Time an illusion...

The institution known as the Oraculus splinters, sundering the Seven Sages. Now, each lone sage decries the others as frauds, proclaiming unique revelations of future eras—a future that whispers back secrets of unimaginable power! Are these visions true, or are they merely insidious dreams?

More From the Master of d20 Psionics!

Discover Bruce Cordell's latest imaginative adventure, for 7th-level characters. During play, Hyperconscious unveils valuable game material, including new psionic prestige classes and dozens of new psionic powers, monsters, and items—including "dreamstained" items. Plus, discover more about the horribly evil entity known as the Dark Plea and its machinations in the world of Dream.

Inside this exciting new book you'll find:

- New prestige classes, including the awakened dreamer and dreamwright, focus on psionic and dream-based themes.
- New powers include crownfire, dark union of dust, dream prison, and head trip.
- "Dreamstained" psionic items are a new class of item with diluted creation costs but strange—and sometimes unhealthy—side-effects.

The 160-page version of Hyperconscious also updates all the psionics source material from Bruce's EN-World Award-winning If Thoughts Could Kill and Mindscapes, making this volume essential for v. 3.5 psionics players!
 

Hyperconscious: Explorations in Psionics, not only updates Mindscapes to 3.5, but also includes an adventure and updates to the mechanics from the adventure If Thoughts Could Kill. Written by Bruce R. Cordell, the author of the Expanded Psionics Handbook, Hyperconscious clocks in at 160 black and white pages for $23.99, which is a good price, considering that Mindscapes, which ran at 96 black and white pages, cost $18.95 in 2003.

Since fellow En World review Psion has an excellent review of what’s the same and what’s different between the two versions (3.5 Hyperconscious and 3.0 Mindscpaes), let me go over a few things and we’ll all move on.

First, the book starts with an adventure, Shades of Delusion, adventure for four 7th level characters. The character meet with a psion who has a tale for them that leads them into a psionic based dungeon crawl with numerous items and PrCs making their appearance here to be detailed later. It’s fairly straightforward as far as encounters and battles go with a lot of good role-playing opportunities and more background details on the Dark Plea, a cosmic entity mentioned in earlier products like When the Sky Falls and the 3.0 version Mindscapes.

Other sections update previous material or expanded upon the material introduced here. For example, chapter three covers Mindscape Psionic Combat. Essentially when two psionic based individuals meet, a plane of energy is formed and they battle one another using their psychic powers with results effecting the real world. The terminology is easy to understand for the most part and adds flavor but could’ve used another round of editing. For example, it notes that psychic combat occurs first then physical combat, if desired. Well, if no physical combat occurs, there’s really no point in using psychic combat as the benefit of psychic combat is the ‘real-world advantage’ that the winner of the opposed mode gains.

Psionic feats include all standard information like prerequisite, benefit, and when appropriate, special or normal notes. A table breaks down the feats and allows the reader to quickly see what type of feat he might want to take. Some of my favorite include the Latent abilities where the user gains the ability of a low power as psi-like ability.

Those looking for magic items of a psionic nature have a lot of options. Part of the section includes details on dreamstained items, things that play an important part in the adventure. However, my old favorites, the psicrystal staves, are still present and updated. The section is still weak though as it doesn’t have any new crystal materials or crystal weapons. I figure with such a rich subject matter, that we should have all sorts of items and artifacts that can be plugged into a game, psionic or non-psionic and not to see numerous examples of such, is a little bit of a let down. Still, we do have new items like the Book of the Shallows, an evil artifact, so I’m happy. Even worse, while market price is included, caster cost in gold and experience points is missing.

In Mindscapes, the thing I used most as a GM, were the monsters. Here, I see that’ll still probably be true as monsters are updated to 3.5 standards with movement in squares, armor class broken down by type along with attack (base, grapple, attack and full attack). Some of the more potent creatures here include the psychic ogre, a monstrous giant that clocks in at a CR of 12 as it combines physical power with psionic abilities and the thelihydra, a relative of the hydra whose heads are eyeless with tentacles oozing from its maw.

Much like spells, psionic powers are broken up by class and level with specific psion specialist given their own list. While there are powers for most of the levels, not every specialist gets powers for every level and while the psychic warrior gets his share of abilities, he doesn’t receive any 4th level powers and only a handful of other powers with most of them either at the lowest end, 1st level, or the highest, 6th level. Still, it’s a good mix and the most 3rd party support I’ve seen and since Bruce is the author of the Expanded Psionics Handbook in the first place, I’m much less worried about where the power level creeps in.

While most of the material in the psionic prestige class section is updates, there is also new material like the astral dragoon and the variants of the 3.5 versions of some of the classes as well as variants on PrCs for those classes. For example, we have the blade manifester, a perfect PrC for the soulknife, gaining power points and powers with special abilities relating to their blade.

The art remains much of the previous edition but that’s a good thing since most of that art was top notch. New art by Kev Crossley adds another great artist to the rooster of Toren Atkinson, Alan Pollack and Kieran Yanner. White space use is good, only looking bad at the end of the feats chapter. Layout is a little bland with no borders at the sides, but easy to read and the writing flows smoothly.

Unlike other updates to 3.0 materials, Hyperconscious adds a lot of options to the original. The fact that it updates game mechanics from an older book that was an adventure and many people might not have bought is a bonus. The adventure is short and can be finished quickly but allows the GM to add many psionic-based elements to his game quickly for those interested in it.

For those looking for psionic material for their 3.5 campaigns that builds on the Expanded Psionics Handbook, Hyperconscious is the way to go.
 

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