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<blockquote data-quote="Mouseferatu" data-source="post: 1047091" data-attributes="member: 1288"><p>I don't think any of my players read EN World, but if you <em>are</em> one of my guys, and are going to be part of the new Selion (my homebrew) campaign, get lost!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Okay, for the rest of you...</p><p></p><p>In my previous campaign in this setting, the entire world was swept by a wave of primal Chaos and almost unmade, until the (very high level by then) PCs were able to reestablish Selion's contact with the gods, who restored it.</p><p></p><p>Okay, background's far more complex than that, but that's what you need for now.</p><p></p><p>The campaign I'm about to start takes place about 54 years later. I intend for the main villains to come from a cult that worships raw/pure Chaos, as it has obviously proved more powerful than any deity. At low levels, they're simply chaotic clerics. After a certain point, however, the cult exposes them to raw chaos (sources of it still exist, left over from the Unmaking), which, combined with their faith in chaos, transforms them into something other than human and grants them bizarre, reality-altering abilities unknown to others.</p><p></p><p>So the question I had to face is, how do I represent those powers? And I was actually thinking (inspired by several other threads in recent days)...</p><p></p><p>Psionics.</p><p></p><p>Yeah, I know, psioncs are normally viewed as mental powers that require intense discipline to use. But think about it. All if I have to do is change some "flavor text" and alter some descriptions, and instead of being "mentalists," I have a class of people capable of altering reality around them without use of magic spells or prayers, with a system that's not compatible with magic and is far more flexible even than sorcerers, and works in a totally foreign fashion. (I've never used psionics in Selion before.) Change the manifestations and visual effects, alter the names, never refer to them as psionics, and voila! Mysterious powers that appear to shape reality without recourse to magic.</p><p></p><p>I'd carefully pick and choose the powers they have, of course, probably tone down the telepathic ones and make more use of those that actually have physical effects. And I'll probably ditch the psionic combat modes and replace them with bonus feats or something. Still, I think that, with the proper descriptive alterations, I can make use of psionics without actually "using psionics."</p><p></p><p>So what I'm wondering is this...</p><p></p><p>Do those of you have run psionic-heavy games (I never have) think this is a workable concept? And do any of you who may <em>not</em> like this idea have any other suggestions as to what I might use to represent "alien, chaos-based powers"? (I don't want to use wild magic, because I don't want them just to be "weird spellcasters.")</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 1047091, member: 1288"] I don't think any of my players read EN World, but if you [i]are[/i] one of my guys, and are going to be part of the new Selion (my homebrew) campaign, get lost!! :D Okay, for the rest of you... In my previous campaign in this setting, the entire world was swept by a wave of primal Chaos and almost unmade, until the (very high level by then) PCs were able to reestablish Selion's contact with the gods, who restored it. Okay, background's far more complex than that, but that's what you need for now. The campaign I'm about to start takes place about 54 years later. I intend for the main villains to come from a cult that worships raw/pure Chaos, as it has obviously proved more powerful than any deity. At low levels, they're simply chaotic clerics. After a certain point, however, the cult exposes them to raw chaos (sources of it still exist, left over from the Unmaking), which, combined with their faith in chaos, transforms them into something other than human and grants them bizarre, reality-altering abilities unknown to others. So the question I had to face is, how do I represent those powers? And I was actually thinking (inspired by several other threads in recent days)... Psionics. Yeah, I know, psioncs are normally viewed as mental powers that require intense discipline to use. But think about it. All if I have to do is change some "flavor text" and alter some descriptions, and instead of being "mentalists," I have a class of people capable of altering reality around them without use of magic spells or prayers, with a system that's not compatible with magic and is far more flexible even than sorcerers, and works in a totally foreign fashion. (I've never used psionics in Selion before.) Change the manifestations and visual effects, alter the names, never refer to them as psionics, and voila! Mysterious powers that appear to shape reality without recourse to magic. I'd carefully pick and choose the powers they have, of course, probably tone down the telepathic ones and make more use of those that actually have physical effects. And I'll probably ditch the psionic combat modes and replace them with bonus feats or something. Still, I think that, with the proper descriptive alterations, I can make use of psionics without actually "using psionics." So what I'm wondering is this... Do those of you have run psionic-heavy games (I never have) think this is a workable concept? And do any of you who may [i]not[/i] like this idea have any other suggestions as to what I might use to represent "alien, chaos-based powers"? (I don't want to use wild magic, because I don't want them just to be "weird spellcasters.") [/QUOTE]
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