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<blockquote data-quote="Dark Psion" data-source="post: 2113683" data-attributes="member: 959"><p><strong>PsiHammer: A Psionic Lite Alternative</strong></p><p></p><p>PsiHammer is a recent alternative psionics rule book from Karmatech available as a 50+ page pdf at RPGNow! with both a screen and printer versions. There are a few color pics in the screen version, but they are very well done and support the material very nicely.</p><p></p><p>The system is very reminiscent of the 1st edition psionics rules, in that it is an add-on to existing classes using feats to gain your psionic abilities. The one key difference would be balance. In the original psionic system, you got something for nothing, but here being psychic will cost you your feats.</p><p></p><p>It is a feat based system and the only skill you need is Concentration. The rules use an average of your Int, Wis & Cha to determine your power level and to set your save DCs. The feats are presented as a chain of abilities in five different disciplines;</p><p></p><p>Forcer: Project and manipulate psychic force</p><p>Sixsenser: Read auras, sense things beyond your eyes and see thru time</p><p>Energetic: Manipulate Fire and Electricity</p><p>Shifter: Control your body and shift your form</p><p>Telepath: Communicate, manipulate and control minds</p><p></p><p>There is a sixth “general” category for powers that are available to any psychic or do not fit in the aforementioned disciplines. The power feats have a prerequisite of each previous power feat, so you have to work your way up the list and there is also “Clashing”, which is mental combat that any psychic can use. One nice touch here is that the damage done is based off what part of the brain is damaged.</p><p></p><p>There are no power points to spend here, to use a power feat you just “invoke” it as an action, the type depending on the individual power feat. Some power feats do require Concentration checks to maintain or to attempt something unusual. There are some nice illustrations using miniatures to show how certain powers are used and some excellent NPC descriptions. Some of the power feats are very innovative and would make excellent psionic powers for the XPH psionic rules.</p><p></p><p>There are rules for creating and using Psifacts, magic items with psychic abilities or uses. There are several Psilock Orders, organizations of, for and against psychics and rules for mentors in the psionic arts. Lastly, there are templates for adding psionic powers to monsters and a few new monsters with built in power.</p><p></p><p>Overall, if you want a “Psionic Lite” system, this may be to one for you. It is quick and easy and portrays psychic powers as something more mystical that sci-fi.</p><p></p><p>There are a couple drawbacks to this system, first is power level. You are not going to achieve realm shattering power with this one and second, due to the limited number of power feats, all Forcers and going to look alike from a psychic point of view. But to be honest, I doubt you can make a psionic lite system without these problems.</p></blockquote><p></p>
[QUOTE="Dark Psion, post: 2113683, member: 959"] [b]PsiHammer: A Psionic Lite Alternative[/b] PsiHammer is a recent alternative psionics rule book from Karmatech available as a 50+ page pdf at RPGNow! with both a screen and printer versions. There are a few color pics in the screen version, but they are very well done and support the material very nicely. The system is very reminiscent of the 1st edition psionics rules, in that it is an add-on to existing classes using feats to gain your psionic abilities. The one key difference would be balance. In the original psionic system, you got something for nothing, but here being psychic will cost you your feats. It is a feat based system and the only skill you need is Concentration. The rules use an average of your Int, Wis & Cha to determine your power level and to set your save DCs. The feats are presented as a chain of abilities in five different disciplines; Forcer: Project and manipulate psychic force Sixsenser: Read auras, sense things beyond your eyes and see thru time Energetic: Manipulate Fire and Electricity Shifter: Control your body and shift your form Telepath: Communicate, manipulate and control minds There is a sixth “general” category for powers that are available to any psychic or do not fit in the aforementioned disciplines. The power feats have a prerequisite of each previous power feat, so you have to work your way up the list and there is also “Clashing”, which is mental combat that any psychic can use. One nice touch here is that the damage done is based off what part of the brain is damaged. There are no power points to spend here, to use a power feat you just “invoke” it as an action, the type depending on the individual power feat. Some power feats do require Concentration checks to maintain or to attempt something unusual. There are some nice illustrations using miniatures to show how certain powers are used and some excellent NPC descriptions. Some of the power feats are very innovative and would make excellent psionic powers for the XPH psionic rules. There are rules for creating and using Psifacts, magic items with psychic abilities or uses. There are several Psilock Orders, organizations of, for and against psychics and rules for mentors in the psionic arts. Lastly, there are templates for adding psionic powers to monsters and a few new monsters with built in power. Overall, if you want a “Psionic Lite” system, this may be to one for you. It is quick and easy and portrays psychic powers as something more mystical that sci-fi. There are a couple drawbacks to this system, first is power level. You are not going to achieve realm shattering power with this one and second, due to the limited number of power feats, all Forcers and going to look alike from a psychic point of view. But to be honest, I doubt you can make a psionic lite system without these problems. [/QUOTE]
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