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Let's summarize the various d20 magic systems up there
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<blockquote data-quote="TerraDave" data-source="post: 2056083" data-attributes="member: 22260"><p><strong>GR's Psychic's Handbook</strong></p><p></p><p><em>This system is also included in Green Ronin's Advanced Player Manual</em> </p><p></p><p>Psychic power is represented by feats, which in turn provide acces to psychic skills. The Psychic class is the main user of these skills, however others can a psychic skill through the Wild Talent feat.</p><p></p><p>The skills are wide ranging in terms of there psionic-like and magic-like affects. To use a skill may require succeeding against a fixed DC: "Illusion affects all senses" is DC 20, or the impact of the skill may depend on the result of the roll: A result of 15-24 on a Life drain check allows you to drain 2d4 hit points from the target. Checks are modified for "familiarity" with the target--which replaces range. Hence it possible to use these skills on targets you know well, but could be very far away. </p><p></p><p>Using these skills also causes strain, which is normally non-lethal damage. Creating that DC20 Illusion causes 4 points of non-lethal damage. </p><p></p><p>The psychic also has access to feats that allow new or more effective use of psychic skills, in addition to the feats that enable psychich skill use. The handbook (and Manual) also details "advanced psychic techniques" like telekinetically weilding weapons. </p><p>-----------------------------------------------------------------------------</p><p></p><p>From what I have seen, there is similarity between this Green Ronin system, and the ones found in the Black Company and Blue Rose. Though since I don't have those products, I cannot tell how much of the difference is style, and how much is substance</p></blockquote><p></p>
[QUOTE="TerraDave, post: 2056083, member: 22260"] [b]GR's Psychic's Handbook[/b] [I]This system is also included in Green Ronin's Advanced Player Manual[/I] Psychic power is represented by feats, which in turn provide acces to psychic skills. The Psychic class is the main user of these skills, however others can a psychic skill through the Wild Talent feat. The skills are wide ranging in terms of there psionic-like and magic-like affects. To use a skill may require succeeding against a fixed DC: "Illusion affects all senses" is DC 20, or the impact of the skill may depend on the result of the roll: A result of 15-24 on a Life drain check allows you to drain 2d4 hit points from the target. Checks are modified for "familiarity" with the target--which replaces range. Hence it possible to use these skills on targets you know well, but could be very far away. Using these skills also causes strain, which is normally non-lethal damage. Creating that DC20 Illusion causes 4 points of non-lethal damage. The psychic also has access to feats that allow new or more effective use of psychic skills, in addition to the feats that enable psychich skill use. The handbook (and Manual) also details "advanced psychic techniques" like telekinetically weilding weapons. ----------------------------------------------------------------------------- From what I have seen, there is similarity between this Green Ronin system, and the ones found in the Black Company and Blue Rose. Though since I don't have those products, I cannot tell how much of the difference is style, and how much is substance [/QUOTE]
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