Hey everybody!
Been working on alternate Psionics rules today. Based off of T20. Four Main Disciplines that everyone gets trained in (doesn't mean you are good at it, just that you are trained in it), and a Rare Talents category. Going to be a mix of Traveller Psi rules, the D&D Psionics Handbook rules and Epic Level handbook rules, Marvel Super Heroes rules, and Star Wars d20 Force rules. Trying to balance it so that you can't have uber-characters running around, but also to have the chance that you can make that 1-out-of-a-gazillion uber-character (probably as an NPC, tho). This is what I've got so far today:
PSYCHIC ASSESSMENT
Psychic Ability Score (just like other abilities)
Power Points
Rare Talents
PSYCHIC TRAINING
Four Main Disciplines
Feats
FEATS
Genetic Heir (+1d4 power points and +2 to Rare Talent Roll)
Hallmark Talent (+4 to a single Talent)
Limited Mental Signature
Mimic Mind
Prodigious Mentor (+1 to any Talent check)
Psychic Crystal (can store 1d10 power points in a crystal)
Psychic Foundation (+4 to skill points)
Rapid Recharge (doubles the rate that points rengenerate)
Eidetic Memory
Lightning Deduction
DISCIPLINES
PSYCHIC TALENTS
Psychic Awareness
Psychic Blast
Psychic Guard
MENTAL TALENTS
Mind Linkage
Mind Probe
Telepathy
PERCEPTION TALENTS
Clairvoyance
Life Sense
Seeker Sense
METABOLIC TALENTS
Enhance Ability
Hibernation
Regeneration
RARE TALENTS
In addition to the four main Psychic Disciplines, the character may manifest a Rare Talent. Roll 1d20, add the Psychic Modifier, and consult the table below.
0-12 No Rare Talent
13-18 One Rare Talent
19-24 Two Rare Talents
25+ Three Rare Talents
RARE TALENTS (roll 1d20)
1 AnaPsychic
2 Cryokinesis
3 Cybercognition
4 Direction Sense
5 Dominate Minds
6 Drain Power
7 Empathic Assault
8 Environmental Adaptation
9 Foreboding
10 Healing
11 Interphasic
12 Invisibility
13 Memory Revision
14 Mirage
15 Morphosis
16 Peril Intuition
17 Psychometry
18 Pyrokinesis
19 Telekinesis
20 Teleportation
PSYCHIC RANGES
0 Touching -
1 Close 1 m
2 Short 5 m
3 Medium 50 m
4 Long 250 m
5 Very Long 500 m
6 Distant 5 km
7 Very Distant 50 km
8 Regional 500 km
9 Continental 5,000 km
10 Planetary 50,000 km
11 Far Orbit 500,000 km
12 Extreme Orbit 5,000,000 km
13 Interplanetary 1 AU
14 System 100 AU
15 SubStellar 10,000 AU
20 Stellar 10 light-years
30 Interstellar 1000 light-years
40 SubGalactic 10,000 light-years
50 Galactic 100,000 light-years
100 InterGalactic 1,000,000,000 light-years
PSYCHIC STAGES PSYCHIC POINTS
Latent Class 0-5
Alpha Class (A) 6-10
Beta Class (B) 11-15
Chi Class (C) 16-20
Delta Class (D) 21-25
Epsilon Class (E) 26-30
Zeta Class (Z) 30+
If anyone wants to work on this with me, let me know. I'll be posting different parts of this as I finish them.
Later,
Scout
Been working on alternate Psionics rules today. Based off of T20. Four Main Disciplines that everyone gets trained in (doesn't mean you are good at it, just that you are trained in it), and a Rare Talents category. Going to be a mix of Traveller Psi rules, the D&D Psionics Handbook rules and Epic Level handbook rules, Marvel Super Heroes rules, and Star Wars d20 Force rules. Trying to balance it so that you can't have uber-characters running around, but also to have the chance that you can make that 1-out-of-a-gazillion uber-character (probably as an NPC, tho). This is what I've got so far today:
PSYCHIC ASSESSMENT
Psychic Ability Score (just like other abilities)
Power Points
Rare Talents
PSYCHIC TRAINING
Four Main Disciplines
Feats
FEATS
Genetic Heir (+1d4 power points and +2 to Rare Talent Roll)
Hallmark Talent (+4 to a single Talent)
Limited Mental Signature
Mimic Mind
Prodigious Mentor (+1 to any Talent check)
Psychic Crystal (can store 1d10 power points in a crystal)
Psychic Foundation (+4 to skill points)
Rapid Recharge (doubles the rate that points rengenerate)
Eidetic Memory
Lightning Deduction
DISCIPLINES
PSYCHIC TALENTS
Psychic Awareness
Psychic Blast
Psychic Guard
MENTAL TALENTS
Mind Linkage
Mind Probe
Telepathy
PERCEPTION TALENTS
Clairvoyance
Life Sense
Seeker Sense
METABOLIC TALENTS
Enhance Ability
Hibernation
Regeneration
RARE TALENTS
In addition to the four main Psychic Disciplines, the character may manifest a Rare Talent. Roll 1d20, add the Psychic Modifier, and consult the table below.
0-12 No Rare Talent
13-18 One Rare Talent
19-24 Two Rare Talents
25+ Three Rare Talents
RARE TALENTS (roll 1d20)
1 AnaPsychic
2 Cryokinesis
3 Cybercognition
4 Direction Sense
5 Dominate Minds
6 Drain Power
7 Empathic Assault
8 Environmental Adaptation
9 Foreboding
10 Healing
11 Interphasic
12 Invisibility
13 Memory Revision
14 Mirage
15 Morphosis
16 Peril Intuition
17 Psychometry
18 Pyrokinesis
19 Telekinesis
20 Teleportation
PSYCHIC RANGES
0 Touching -
1 Close 1 m
2 Short 5 m
3 Medium 50 m
4 Long 250 m
5 Very Long 500 m
6 Distant 5 km
7 Very Distant 50 km
8 Regional 500 km
9 Continental 5,000 km
10 Planetary 50,000 km
11 Far Orbit 500,000 km
12 Extreme Orbit 5,000,000 km
13 Interplanetary 1 AU
14 System 100 AU
15 SubStellar 10,000 AU
20 Stellar 10 light-years
30 Interstellar 1000 light-years
40 SubGalactic 10,000 light-years
50 Galactic 100,000 light-years
100 InterGalactic 1,000,000,000 light-years
PSYCHIC STAGES PSYCHIC POINTS
Latent Class 0-5
Alpha Class (A) 6-10
Beta Class (B) 11-15
Chi Class (C) 16-20
Delta Class (D) 21-25
Epsilon Class (E) 26-30
Zeta Class (Z) 30+
If anyone wants to work on this with me, let me know. I'll be posting different parts of this as I finish them.
Later,
Scout