PDA

View Full Version : Psionics without Power Points [MV, 3.5 Compatable]



Mulletmanalive
2009-10-25, 04:51 PM
Right...Basically, i've always liked the idea of characters reaching out with their minds and doing things psionically. The trouble is that the 3.5 D&D incarnation gave rise to far more magic-mimicking than i was comfortable with. Somehow, blasts of energy never really fit with the term 'The Power of the Mind' [spoken in a deep, sonorous voice, obviously].

This, combined with my dislike of the idea that Psions are born 'better' than other beings, another common recurring theme, prompted me to design rules that explicitly avoid that idea.

On the other hand, one of the core abilities of this system is based on being exposed to a specific kind of damaging influence in the womb, so maybe they are born 'better.'

Psionics in Mecha Victoriana:
At the time of the basic campaigns of Mecha Victoriana [1896-7], few if any psionic talents that could be compared to those portrayed in the Expanded Psionics Handbook have manifested amongst humanity.

Due to the prejudice of the author that states that Psionics should be primarily about mental manipulation and telekinesis, few powers, aside from the crudest form of psionic manifestation, pyrokinesis has manifested in the world of MV at this time and no energy attack mental powers function at all.

In the World:
Fraal are the original psions. How they came to use this form of mental reaction is unknown but it currently drives the majority of their technology through some unknown mechanism. Human scientists have theorised that the ability is something to do with the manipulation of background radiation made possible by the alteration in the earth's gravitic field by the odd orbit of the moon. It is certainly true that the Van Allen belt has become weaker in the last 50 years.

The rare, if increasingly common phenomenon of human psychics has proven something of a worry to most of the governments of the world with the possibility of people's minds being read to steal secrets, people being convinced of things that aren't true and children throwing vehicles around in tantrums. Fortunately, these incidents have been mercifully rare and it is usually possible to predict where psychics might manifest in order to monitor them.

Mechanics:
In MV, psionics do not rely on the Power Point concept. Forget about it for the duration of this chapter. The core mechanic involved here is the Mental Focus, which is basically identical to a Psionic Focus from the Expanded Psionics Handbook are found in the EPH].

Gaining a Focus:
Gaining a Focus requires a Full action of concentration that provokes an attack of opportunity. Assuming the character is not disrupted in the process, they must then pass a DC 20 Concentration check in order to become Focused.

Benefits of Focus:
While Focused, a character has a much greater ability to harness their training and knowledge more efficiently. While Focused, any class level based bonuses [Extraordinary Pilot, Machine Empathy, Savant etc] are more efficient, treating your level as two higher. In addition, the character gains a +2 bonus on Will saves and their Psyche score.

A character may also opt to expend their focus at any time as a free action. Doing so allows them to take 15 [like taking 10 but better] on a Concentration check of their choice. With other feats and abilities, it is possible to draw other effects from the act of expending one's focus. In any case, the benefits of the Focus are lost before and dice are rolled to determine the effect of the ability that caused the loss of focus.

Limits of Focus:
Being mentally Focused is a straining experience and can only be maintained for so long before the Focus collapses. A character cannot easily remain focused for longer than a number of rounds equal to their Charisma score. Beyond this, the character must make Concentration checks with a DC of 20 + 1 per round beyond the limit or lose their focus.

If a character uses their Focus too often in a short time, they begin to pull mental muscles. If the character expends their Focus more times than their Charisma bonus in a single encounter, they become both Mentally and Physically Fatigued.

If they continue to use their powers beyond this point, they can reach a similar limit before becoming both Mentally and Physically Exhausted.

If they continue to push their luck, they can end up comatose, which is mechanically identical to being unconscious, though creepier with your eyes open, staring blankly.

Mental Fatigue:
Mental Fatigue is an uncomfortable side effect of warfare and extreme stress. It can be caused by a number of different things including psychic over extension, direct mental assault and coming under fire from the enemy. Being mentally fatigued causes some difficulties in thought processes, represented by a -2 penalty on your Int and Cha scores [this does not cause loss of skill points] and a -4 penalty on all Concentration checks.

Recovering from mental fatigue requires a DC 20 Concentration check after at least an hour away from stressful situations. Each additional hour after the first grants a +1 bonus on this check.

Mental Exhaustion:
Worse than mental fatigue, mental exhaustion is the terrible strain that can be placed on a mind wearing it profoundly thin. Characters with Mental Fatigue who strain themselves can become Exhausted. Characters so afflicted have real problems focusing and maintaining their grip on a situation. This is represented by a -6 penalty to the character's Int and Cha scores and by a -10 penalty on all Concentration checks. GMs should feel free to ignore the normal results of Perception based skill checks and simply have the character focus on some detail or other that may or may not be important.

Recovery:
Recovering to a simple state of Fatigue requires a DC 20 Concentration check after at least an hour of rest. Each additional hour after the first grants a +1 bonus on this check.
Basic Feats/Traits:
Esper:
[I]You were born with or developed a form of extra sensory perception that allows you to read minds after a fashion. You can usually see through falsehoods and have a good grasp of people's hidden motives.
Description: You instinctively read the minds of those around you, though not their conscious thoughts. As a Swift action, you receive a bonus equal to your level on all Sense Motive checks. For every 10 points or part thereof that you pass a Hunch check by, you gain a piece of useful, if vague information. You gain none of these benefits against non-living foes such as robots.

As a full round action, you can attempt to read the surface thoughts of a target, though this is very difficult. The DC is equal to the target's Psyche score but you receive information on what they are planning to do and the like. This functions exactly like the spell Detect Thoughts.

If you try to use this ability on a target with a mental score of 21 or higher, you instantly take 1d4 Charisma burn and are stunned for a like number of rounds.
Special: You may only take this feat at 1st level. A character that has developed the Talent feat from a mental assault can learn this Feat but it gains the prerequisites: Talent, Concentration 6 Ranks

Spiritualist:
In history, Spiritualists were often charlatans, in Mecha Victoriana; they are usually the children of the Scarred. You can, quite literally, see dead people. The world is full of spiritual detritus and occasionally, you can pull some useful information from their ramblings.
Description: Your world is full of spectres, not truly ghosts but emotional remnants of people who no longer call this world home. As a Full action, you can perceive the spirits in an area and know roughly where anything with a strong emotional attachment to someone is located within an area. While using the Search skill, you may add your level to the roll.
In addition, you can engage in a Séance, though the process strains you. This is basically identical to the Speak with Dead spell, requiring a Gather Information check with a DC of 15 + 5 per question asked. You must have a token of the subject or their corpse in order to use this ability. Each question asked deals you 1d8 point of Subdual damage.
Special: You may only take this feat at 1st level. A character who developed the Talent feat from a mental assault can learn this Feat but it gains the prerequisites: Talent, Concentration 6 Ranks

Talent:
The term talent is the imaginative term used to define those with innate psychic abilities. A talent has a level of focus that puts them beyond the norm.
Prerequisites: to gain Talent, a character must possess a mental scar after having been mentally raped [see the description of this rather macabre term] and then choose to exploit it.
Description: A character with Talent can become Mentally Focused. Doing so is a Full action and requires a DC 20 Concentration check. See the description of the Mentally Focused state to learn its benefits and effects.

Talent Feats:
Astral Projection [Talent]:
You can project an image of yourself into the 'astral plane' as spiritualists insist on calling it. Your research has proven that it is more like the imminent spirit world of Chinese thought but regardless, you can move swiftly and ignore most substances.
Prerequisites: Talent
Description: As a Full action that leaves you completely helpless, you can leave your body as an astral projection. While in this form, you are incorporeal, invisible and make no sound. You can move up to 100ft per round in this form and have a full range of senses. Under most circumstances, you are treated as a solid entity for purposes of getting around, save that materials that you can see through do not impede you.

In this form, you can be attacked if you can be sensed as a result of means of detecting insubstantial objects or magical auras. You follow the normal rules for Incorporeal targets when being attacked. You cannot attack yourself but the astral body can serve as a source for other powers. The spirit body created here has a number of HP equal to your Psyche score and you become Mentally Exhausted if it is destroyed.

The spirit form can only move 1000ft from your body, though with the time limitations of the power in its basic form, that's not a massive limitation in the long run.

Astral Schism [Talent]:
You have developed a crude form of voluntary schizophrenia that allows you to partition your mind and project outside yourself while still remaining conscious.
Prerequisites: Talent, Astral Projection, Power: Multifocus
Description: While you hold at least two Focuses, you can Astral Project as a Standard action and still perform minor actions with your own body. Your projection still receives a full set of actions. As might be imagined, any Focuses that your Gemini expends are drawn from your pool.

Avatar [Talent]:
You have learned the subtle art of projecting into the real world rather than the Astral. Your ectoplasmic body is cold to the touch and can interact to a limited extent with the suroundings.
Prerequisites: Talented, Astral Projection
Description: When manifesting an Astral Projection, you can choose to have it gain limited substance and exist on the material plane. In this form, your body remains Incorporeal but is visible and can be attacked. As with your astral form, it is still subject to limitations on its ability to penetrate materials it cannot see through and is subject to gravity. Your spirit body has 1d6 + Cha modifier hp per level and uses your AC.

The body has an Incorporeal attack that deals 1d6 cold damage that ignores armour. Unlike conventional incorporeal creatures, magical weapons are not necessary to strike the spirit body because of the latent psychic emanations created during an attack. When an attacker makes an attack, they may make an opposed Will save with you to make the attack stick.

Cloud Minds [Talent]:
Be exerting yourself mentally, you can create a block in the mind of your target that causes them to ignore your presence because it really doesn't matter…
Prerequisites: Esper, Talent, Telepathy
Description: To use this Feat, you must expend your Focus. The target receives a Will save against DC 10 + your level + Cha modifier to negate the effect. If they fail, they lose track of you. You have no visual, olfactory, auditory or heat signature that they can or are willing to perceive and forget that you were there in the first place. If you take any action that notably alters their surroundings, including interacting with other characters directly, they receive another save with a +4 bonus.

Combat Precognition [Talent]:
You have a natural sense for the best times to attack your opponent, giving you an edge.
Prerequisites: Talent, Danger Sense
Description: While Focused, your flashes of the future allow you to use your character level instead of your BAB on a single attack each round. If you have more than one focus at once, you may use this ability a number of times each round equal to your total focuses but must accept conventional -5 penalties to make multiple attacks.

Danger Sense [Talent]:
You get flashes that warn you of incoming danger.
Prerequisites: Talent
Description: While Mentally Focused, you retain your Active Bonus to defence even if you are attacked by an enemy that you do not perceive. You add your level to your psyche score for purposes of resisting Feint actions.

Defensive Precognition [Talent]:
You can see when attacks are coming and get an extra second to respond to them.
Prerequisites: Talent, Danger Sense
Description: While Mentally Focused, you may use your character level instead of your class AC bonus against a single attack per round. If you have more than one Focus, you can defend against an equal number of attacks in this way. The use of this power must be declared before the attack is rolled.

For convenience, calculate your total defence using this ability and keep it noted on your character sheet.

Deflect [Talent]:
You can stop bullets and mental attacks with your mind.
Prerequisites: Talent
Description: While Mentally Focused, you can attempt to deflect a number of attacks per round equal to your Int modifier. This functions only against ranged attacks from at least 60ft away. You roll a Concentration check before the attack's damage is rolled. If the attack's damage is less than the roll, the attack is negated. As this power is finikity so any natural roll of 5 or less automatically fails.

Ethereal Juggernaut [Talent]:
You can merge with your Avatar to gain protection, mobility and amplify its offensive powers. Some psions consider this a fair trade of risking their lives directly.
Prerequisites: Talent, Astral Projection, Astral Schism, Avatar, Powers: Monstrous Projection. Must have the ability to hold at least three Focuses.
Description: While using Astral Schism, you may expend a Focus to merge with your Avatar. You must retain at least two Focuses when you do. In this merged form, your Size is that of your Avatar, your effective Strength is your Charisma score modified for your new size, your attack damage is increased by a number of sizes equal to your size increases and you gain a Deflection bonus to AC equal to your Intelligence modifier.

Extra Powers [Talent]:
You have a slightly greater Psionic potential than most.
Prerequisites: Esper, Talent, one or more powers.
Description: You gain two additional powers.

Gemini [Talent]:
You have mastered the art of the Schism to the point where you can manifest another copy of yourself as an Avatar without sparing any conscious thought, producing what psions refer to as a Gemini.
Prerequisites: Talent, Astral Projection, Astral Schism, Avatar, Power: Multifocus
Description: When you hold at least two Focuses, you can manifest an Avatar as a Swift action. The Avatar must also spend a Swift action as it moves but can take actions as if bonud by a course of action. As you are connected on a subconscious level, you receive a further +2 bonus when you successfully flank or crossfire an opponent along with your Gemini.

Inquisitior [Talent]:
You have an innate sense of when people are lying to you.
Prerequisites: Talent
Description: You may expend your Focus before making a Sense Motive check against a Bluff check made to lie to you. If you choose to do so, you gain a +10 bonus on your Sense Motive check.

Loom [Talent]:
You have the ability to loom large in the minds of those you threaten. This is telepathy only in it's most basic sense but effective none the less.
Prerequisites: Talent
Description: While Focused, you add your level to Intimidate checks that you make when attempting to demoralise your foes and may attempt such actions out to a range of 30ft, though it still only affects one target.

Mental Leap [Talent]:
You have mastered a limited show of mind over matter and the art of disabling your body's limiters. You can use your muscles to almost self destructive levels of efficiency in short bursts.
Prerequisites: Talent, Jump 4 ranks
Description: You may expend your Focus to gain a +10 bonus on a single jump check.

Mind Over Matter [Talent]:
Your mental discipline means that you never put a foot wrong. For that matter, you rarely put anything wrong and move with unnatural grace.
Prerequisites: Talent, Mental Leap
Description: While you are Focused, you add your character level [with a further +2 because of the basic effects of being Focused] to all Balance, Climb, Jump and Tumble checks that you make. This effect stacks with the bonus for Mental Leap.

Mind Over Matter, True [Talent]:
Grace is one thing; you are quite another. Just watching you is troubling in its precision.
Prerequisites: Talent, Mind Over Matter, Concentration 10 Ranks
Description: While Focused, you add twice your level [with a further +4 because of the effects of being focused] to all Balance, Climb, Jump and Tumble checks that you make. This bonus replaces that granted by Mind Over Matter. This effect stacks with the bonus for Mental Leap.

Mind Shadows [Talent]:
Less potent than Cloud Minds but simpler to use, this power allows you to cause fleeting distractions in the minds of those nearby to avoid detection.
Prerequisites: Talented, Sense Motive 7 ranks
Description: While you are Focused, you constantly create distortions and subconscious echoes that confuse the perceptions of those around you. This is not a surgical removal of your existence from the target's mind like the Cloud Minds power but a constant stream of distractions. You gain a +5 bonus to Hide and Move Silently checks and on Bluff and Disguise checks made to seem like you're meant to be somewhere.

Those who see you must make a Will save [DC 10 + your level + Cha] in order to remember anything helpful or specific about you.

Narrow Mind [Talent]:
Your ability to concentrate is frankly scary; your mind like a knife.
Prerequisites: Talent
Description: You gain a +4 bonus on Concentration checks related to becoming Focused or psionic abilities.

Past the Ears [Talent]:
When people hear your voice, you are able to slip past their mental defences and talk directly into their minds.
Prerequisites: Esper, Talent, Telepathy
Description: If you begin talking and an opponent listens to you [even so much as paying attention in order to rebuke you], they receive no save to resist your telepathy. You can plant a completely different message inside their mind from the one that you are speaking. You can use this power to convey other telepathic effects but this only negates their ability to resist initial contact. The powers themselves function normally.

Psionic Fist [Talent]:
You have learned a limited form of tactile telekinesis that allows you to use mental force to pummel targets.
Prerequisites: Talent, Improved Unarmed Strike
Description: Declare that you are using this feat before rolling an unarmed attack. You expend your Focus regardless of whether the attack hits; if it does, you deal an additional 2d6 bashing damage.

While you are Focused, your unarmed attacks do damage using dice one size larger on the normal scale.

Psionic Fist, Greater [Talent]:
As a second phase of your development of melee talent, you have added the deactivation of your mental safeties to use more muscle strength than is natural, using your telekinesis to prevent injury.
Prerequisites: Talent, Psionic Fist, Mental Leap
Description: When you activate your Psionic Fist ability, you instead deal +4d6 bashing damage. While you are Focused, you are considered two sizes larger for purposes of dealing unarmed damage. This replaces the abilities granted by the Psionic Fist ability.

Psionic Strike [Talent]:
You have learned to see the path of your weapon and can strike with unsavoury accuracy.
Prerequisites: Talent, BAB +1, Weapon Focus [chosen weapon]
Description: This feat functions with any weapon with which you have a Weapon Focus. At any time, you may expend your Focus prior to making an attack. If the attack hits, it deals an additional +2d6 Mangle damage. With ranged weapons, this ability can only function when you are not subject to any range penalties.

Psionic Strike, Greater [Talent]:
You have mastered the art of hurting your opponents with exacting precision.
Prerequisites: Talent, BAB +4, Weapon Focus, Psionic Strike
Description: When you use the Psionic Strike talent, you now deal +4d6 mangle damage.

Psychic Scream [Talent]:
You have learned to imitate the basic Fraal attack form; bombarding the target mind with intense and painful mental white noise and incoherent screaming.
Prerequisites: Esper, Talent, Telepathy
Description: You gather the background noise of your brain into a hard lump and dump it into the target's mind. Doing this requires you to make successful contact with the target mind. Once contact is established, you can expend your Focus to drive a wedge into the target's mind. They take subdual damage, equal to your Intimidate roll, minus their Psyche score. If they take damage, they are stunned for four rounds [one round on a successful Fort save, DC 10 + level + Cha].

This power counts as Mental Rape.

Psychokinesis [Talent]:
You have a limited power to move objects with your mind.
Prerequisites: Cha 13+, Talent
Description: While you are Focused, you can spend a Standard action to lift, carry and push objects within 60ft with an effective strength equal to your level. You can move such objects up to 30ft in a round if you are able to lift them or 5ft per round if you are forced to push them.

Psychokinesis, Improved [Talent]:
You have learned to use your powers more swiftly so that you can lift, push and trip those who have the ability to react to the mounting force.
Prerequisites: Cha 13+, Talent, Psychokinesis
Description: While Focused, as a Standard action, you can use a Disarm, Trip, Grapple or Bullrush attempt against a single target within 60ft. You have a bonus for making these checks equal to your effective level + Cha bonus + Any modifiers for Powers.

Rage Strike [Talent, Trooper]:
By focusing your killing intent inside the mind of a target, you create invisible mental attacks that hit with comparable force to a trained boxer from their point of view.
Prerequisites: Talent, BAB +1
Description: While Focused, you gain a melee attack of sorts with a reach of 10ft, that deals 1d6 + Cha Subdual damage to the target each time it is employed [an attack]. As this effect is purely mental, the target takes a Will save, DC 10 + BAB + Int against each attack, with this DC being modified by any effect that could increase the number of attack you could make or deal additional damage.

See the Shot [Talent]:
You can visualise the course of your bullets and arrows through the use of a limited effect precognition connected to your weapon. This makes you immensely dangerous at extreme ranges.
Prerequisites: Talent, Point Blank Shot, Precise Shot, BAB +4
Description: To use this power, you must expend your Focus. In doing so, you foresee the path of the bullet and can adjust for any deviation made in flight, negating any range penalties and concealment.

Smooth Focus [Talent]:
You have the training necessary to slip smoothly in and out of your focus like a jacket.
Prerequisites: Talent
Description: You may make the Concentration check to become Focused as a Move action rather than a Full action. This does not affect the normal number of times you can hold a focus in an encounter before becoming Mentally Fatigued.

Strength of the Mind:
You have learned almost complete control of your musculature. You can perform feats of strength that far outstrip what your body would normally be capable of.
Prerequisites: Talent, Mental Leap
Description: You may add your Focus bonus [usually +2] to your strength score. If you choose to do this, you suffer half this number of points of subdual damage during the end phase of each round that you do so.

Telepathy [Talent]:
You can speak into the minds of others and even imitate their own inner monologue.
Prerequisites: Esper, Talent
Description: While you are Focused, you can speak telepathically with any target within 30ft per level that you know the location of. This takes a Swift action and functions automatically with Willing targets [those who recognise your mind-voice] and unwilling targets receive a Will save against DC 10 + your level to ignore the voice.

If you are able to talk inside the mind of a target, you can imitate their inner monologue, gaining a bonus on Bluff and Manipulation checks equal to your level. Both uses of this power are Language dependant.

Mulletmanalive
2009-10-25, 04:52 PM
Psion Class [Advanced Class]:

In the wake of the earliest Fraal engagements, many of the terrifyingly few survivors who made it back exhibited signs of what was later termed 'Mental Rape' or 'Mental Scarring.' This had odd effects as some of these men began to exhibit strange abilities or insight that they should not have had.

Worse, was the effect that it would have in years to come on their children; many of them were born with inherent differences in their brains, leading to the Esper trait. Some went beyond this, creating individuals with phenomenal powers who became known as Psions.

The problem and the reason for more than a little persecution on the part of several authorities, the British Government and the Vatican most notably, because their powers have a habit of dealing sufficient damage to lead to further propagation of the psychic trait; something that is a dangerous thing at best. The nearest comparison would be to hand everyone with mental problems you can find a weapon.

Prerequisites:
In order to enter the Psion class, a character must meet the following prerequisites:
Skills: Concentration 5 ranks
Feats: Talent
Base Saves: Will +2

Psion
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Defence|Special|Powers

1st|
+0|
+0|
+0|
+0|
+2|Innate|
1

2nd|
+1|
+1|
+1|
+1|
+3|-|
2

3rd|
+2|
+2|
+1|
+1|
+3|Bonus Feat|
2

4th|
+3|
+3|
+2|
+2|
+4|-|
3

5th|
+3|
+3|
+2|
+2|
+4|-|
4

6th|
+4|
+4|
+3|
+3|
+5|Bonus Feat|
4

7th|
+5|
+5|
+3|
+3|
+5|-|
5

8th|
+6|
+6|
+4|
+4|
+6|-|
6

9th|
+6|
+6|
+4|
+4|
+6|Bonus Feat|
6

10th|
+7|
+7|
+5|
+5|
+7|-|
7

11th|
+8|
+8|
+5|
+5|
+7|-|
8

12th|
+9|
+9|
+6|
+6|
+8|Bonus Feat|
8

13th|
+9|
+9|
+6|
+6|
+8|-|
9

14th|
+10|
+10|
+7|
+7|
+9|-|
10

15th|
+11|
+11|
+7|
+7|
+9|Bonus Feat|
10

16th|
+12|
+12|
+8|
+8|
+10|-|
11

17th|
+12|
+12|
+8|
+8|
+10|-|
12

18th|
+13|
+13|
+9|
+9|
+11|Bonus Feat|
12[/table]

Hit Dice: d6
Class Skills: Bluff [Cha], Craft , Craft [Painting] [Int], Craft [Sculpture] [Int], Concentration [Con], Diplomacy [Cha], Hide [Dex], Intimidate [Cha], Manipulation [Cha], Move Silently [Dex], Sense Motive [Wis]
Skill Points per level: 4 + Int bonus

[B]Class Abilities:
Weapon and Armour Proficiencies: Psions are not trained soldiers in general. They gain no additional proficiency in weapon or armour.

Innate: At first level, a Psion chooses one of the following feats to represent their self taught power if they do not already possess one: Astral Projection, Mental Leap, Mind Shadows, Rage Strike, Psychokinesis, Telepathy.

Powers: At first level and every indicated level, the Psion gains a Power, an improvement or tweak to their other abilities that make them better at doing what they do. Powers are listed in the dedicated section below.

Bonus Feat: At 3rd level and every three levels there after, the Psion may select a Talent feat as a Bonus Feat. He must still meet all of the prerequisites of the feat in order to select it.
Powers:
Powers are enhancements and add-ons that make a character more powerful as a psion. They are separated into a number of groups: General, Psychokinetic, Astral Form, Telepathic, Biocontrol, Sensor

The [I]Prerequisites of each power are marked after the name in Italics. Feats in those prerequisites are marked in Blue script.

General:

Extra Focus:
You can hold two additional focuses during the encounter than you could normally; thus, you can hold a total number of focuses equal to your Cha modifier plus two per copy of this power you possess.

This ability may be chosen multiple times. Its effects stack.

Multifocus:
You may hold more than one focus at once. For each copy of this power you possess, you may hold an additional focus. This has no effect on the total number of focuses you may gain in an encounter and has no effect on powers that function while you are focused but you can expend these focuses to power abilities. Gaining more than one focus in an action requires a +10 increase in the Concentration DC.

This ability may be chosen multiple times. Its effects stack.

Pointed Focus:
While focused, you increase your effective level for the purposes of abilities directly tied to class levels by a further +2. This ability may be chosen multiple times. Its effects stack.

Forceful:
The save DCs of all of your psionic abilities increase by +1. This ability may be chosen multiple times. Its effects stack.

Far Power:
Pick a Feat or Power you possess. The range at which you may use that ability is now doubled. You may take this power multiple times, its effects do not stack. Each time it is selected, it must be applied to a different ability.

Psychokinetic: Prerequisites [All]: Psychokinesis
You have practiced greatly with your telekinetic powers, coming ever closer to that grail of all telekines: Throwing tanks.


Strong Mind:
Your size increases for purposes of your Psychokinesis feat. This increases your weight limit by a factor of x2. Additionally, you gain the +4 size modifier on checks to break items. This ability may be chosen multiple times. Its effects stack.

Psychokinetic Slam:
You can smash objects that you have picked up with your psychokinesis against other things. You can make an attack roll against the target with a +2 bonus on the attack roll per size beyond medium of the object being thrown. Using this ability requires the expenditure of a focus. Both the object and the target take damage for a falling object of the thrown item's weight.

Psychokinetic Fist:
You can use your psychokinesis to deal blunt force trauma to a target. This attack deals 1d8 damage and functions as a ranged attack with a reach equal of 60ft or your range of psychokinetic effect if it is higher. You may not make multiple attacks with this power normally.

This ability may be chosen multiple times. Each additional selection of this power increases the dice size of the slam by one.

Multiple Vectors:
You have more than one line of psychokinetic effect that you can use. You may enact more than one psychokinetic effect at once, to a limit of the number of focuses you presently hold.

Astral Form: Prerequisites [All]: Astral Projection
Astral Projection is a useful power indeed. With training, images can become in turn more real or intensely less so, increasing your options.

Mental Reach:
You can project a good deal further than others will ever manage. You have no limit to the range at which you may project your Astral Projection.

Rider:
You can enter the form of another being while astral projecting and then whisper into their mind. You can slip into the mind of a target by successfully making a Hide check against their Psyche score. Once inside, you can make a single Suggestion, as the spell against the target each round. The Will save DC is 10 + ½ your level + your Cha bonus to resist this. Once per round on its turn, the occupied character may make an opposed Will save with you to try to drive you out.

Glimmer:
Your Astral Projection flickers from place to place at a much faster speed and doesn’t seem to occupy all of the intervening space. Your Astral Form's speed increases by 300ft per round.

This ability may be chosen multiple times. Its effects stack.

Monstrous Projection: Prerequisites: Avatar
Your Astral Projection is one size category larger than normal and takes on a horrific visage. Your damage dice, if any, becomes one size larger and you gain a +5 bonus on Intimidation checks. You are not obliged to use this ability if you possess it.

This ability may be chosen multiple times. Its effects stack.

Spectre: Prerequisites: Avatar
You can mimic your enemies. Your Avatar can be distorted using the disguise skill, though this ability also changes the sound and such of the projection.

Spectre, Improved: Prerequisites: Avatar, Spectre.
You are highly skilled at altering your Avatar to seem like others. You gain a +5 bonus on Disguise checks made to alter your Avatar.
This ability may be chosen multiple times. Its effects stack.


Telepathic: Prerequisites [All]: Telepathy
Telepathic powers allow you to manipulate the perceptions and thinking of those around you. Some of the more unpleasant ones are the root causes of the spread of psionics because of mental scarring.

Mind War:
If you can successfully infiltrate a target's mind, you can attempt to Grapple them inside their mind. This requires actions as normal for Grapple actions and deals only non-lethal damage. This action is resolved in a manner identical to a normal Grapple, save that it is resolved using opposed Will saves.

Id Insinuation:
Similar to a Psychic Scream, you open your Id and pass on your deepest desires to your target. Doing so requires you to make contact with their mind and then expend your Focus. When you do so, you make a Concentration check against the target's Psyche. If you succeed, your target is Confused as its own deep desires are amplified by your own. Each round, at the end of its turn, the target may attempt a Will save, DC 10 + ½ your level + Int to shrug off the effects for the next round.

Finesse-less Scream: Prerequisites: Psychic Scream
You have learned to abandon your normal control when making a Psychic Scream. Your ability manifests as a 30ft spread around your head. You roll for the Intimidate check only once to determine the strength of the discharge. This power has no discrimination between friend and foe.

Mind Blast: Prerequisites: Psychic Scream, Finesse-less Scream
You have learned to project waves of utter hostility, blasting the minds of your enemies. Your Psychic Scream now takes the form of a 60ft cone that can be between 45 and 90 degrees wide.

Death Urge: Prerequisites: Psychic Scream, Finesse-less Scream, Mind Blast
You deposit a large lump of crushing hopelessness and despair into the mind of the target, along with the compulsive belief that the only release is death. Using this power requires the expenditure of two focuses and the target receives a Will save, DC 10 + half your level + Cha to resist this horrific thought. If they fail, they automatically deal a critical hit to themselves with the weapon that they are holding. This attack counts as Mental Rape.

Phantasmal Assailant: Prerequisites: Craft [Painting] 5 ranks
You create a small glimmer of a foe in the mind of your opponent, distracting them. As a Move action, you can make a Craft [Painting] check to make a Feint in the mind of a contacted opponent, rolling against their Psyche. If you succeed, they are flatfooted for the rest of the round.

Mental Maze: Prerequisites: Phantasmal Assailant, Craft [Sculpture] 5 ranks
You construct a maze within the mind of another being, a network of imaginary walls and turns that makes it practically impossible for them to escape, such is their conviction that they are trapped inside this maze. Activating this ability requires you to make contact and then expend a Focus while remaining focused with another such ability. Successfully confusing the target requires a Craft [Sculpture] check against the target's Psyche. From that moment on, the target is blind and stunned as they try to find their way out of the maze. Doing so requires an Int check at the beginning of their round with a DC of your Int score + your level, receiving a +2 bonus for each turn that they have been trying to escape previously.

Minotaur: Prerequisites: Mental Maze
You can add a being of almost pure fear to your Maze projections, hunting your victim through the maze and tearing at the edges of their mind as they flee. Each round that they remain lost in your Maze, the victim takes 1d4 points of Subdual damage; if they roll a Natural 1 or an Error at any point, they are caught by the minotaur, dealing them 1d8 points of damage per point of you Int modifier and ejecting the automatically from the Maze.

Doubt:
You send a small package of doubt and conviction of failure into your target, hopefully causing them to hesitate for a moment. To use this ability you must have contact and expend a focus. The opponent chooses which save they wish to use against this ability freely and makes a save against DC 10 + your character level. [This allows those without good Will saves to avoid being bamboozled automatically]. If the save is failed, the target becomes Dazed for the round.

Psionic Surgery:
One of the very few accepted mental powers in the world, this ability is non-the-less very rare. It allows the user to slip into the target's mind and change things. In its base form, all is can do is alter thought patterns back to non-harmful human norms after events leave mental scarring or other problems [A DC 30 Knowledge [Anatomy] check to complete] but it has also been shown to be possible to perform other operations including memory modification with suitable skill [this is left to the GM]. Using Psychic Surgery takes 4d6 hours.

Metaconcert:
It's an inevitable feature of psionics so I might as well get it over with…

It is possible for a number of psychics to link their minds together to provide power for a single individual to manifest powers. This is called a metaconcert. In order to do so, the group must be in physical contact with the conductor and the conductor must make a Concentration check with a DC of the sum level and focus capacity of all the participants [so three assistants, one of 5th level with 3 focus slots and two of 3rd level with one focus slot would be 8 + 4 + 4 = 16]. Once the choir is established, the conductor can draw focuses from them to power abilities and adds their level to his own to determine level dependant variables.

Using this power requires a Move action from each of the participants, except the conductor, who must spend a Swift action and cannot move at all being effectively flatfooted. Any individual with no remaining focuses automatically drops out of the concert. Only those with this power may participate in a Metaconcert.

Tongues:
You have learned to tap into the target's pre-language centres, effectively allowing you to communicate 'beyond language'. Your Telepathy powers are no longer affected by a need to speak the target's language.

Vanish: Prerequisites: Cloud Minds
Your Cloud Minds ability allows you to affect more than one target, in this case, an additional number of targets equal to your level. Each target receives their own save against this ability.

Seeming: Prerequisites: Mind Shadows
You have a talent for projecting falsehoods. Your appearance becomes completely different while you are Focused, seeming to be other than you are. This means that you receive a bonus equal to your level +5, plus any normal Focus bonus on your Disguise checks. This power if more or less what the Shadow does.


Biocontrol: Prerequisites: Mental Leap
Similar to the Bene Geseret abilities from Dune, you have learned to use you muscles at higher rates of efficiency, cancel disease, control poison, heal swifter and a range of other talents. Mental Leap and Improved Psionic Fist are amongst the most basic demonstrations of this, but there are others.

Speed of Thought: You can make sudden snaps of movement from a standstill that defy logic. By expending your Focus, you may move 30ft, seemingly in less than an instant. This still requires contact with the ground.

This ability may be chosen multiple times. Each additional selection increases the distance of your jaunt by a further 30ft.

Speed of Thought, Passive: Prerequisites: Speed of Thought
You have simply gotten faster, as if your reaction time is measured in negative numbers. While Focused, your base land speed is increased by +10ft and you gain a +2 bonus on Initiative checks and Reflex saves.

Improved Metastasis:
While Focused, you cannot be subject to poison. The poison remains in your system and if your focus collapses before the secondary effects kick in, you will still suffer the both the primary and secondary effects of the poison.

Conscious Immune Response:
You can control your immune system to hunt bacteria more aggressively. You may use a Concentration check in place of the Fortitude saves that are normally required to recover from a disease.

Apostolic Immune Response: Prerequisites: Conscious Immune Response
You can force antibodies from your skin and into a small cut on your subject, allowing you to direct them to hunt diseases in their systems. You can make a Concentration check in place of the Fortitude save of another for purposes of disease recovery. This functions exactly like the Heal skill use of the same function and takes ten minutes to perform.

Host: Prerequisites: Conscious Immune Response
You can store bacteria inside nodes that you force your body to produce in order to use them for attack purposes. You may expend your focus to temporarily flood your blood with pathogen, to which you are immune. Anyone splashed with your blood from a melee attack or the like, or bitten by you, must make a save or contract the disease as normal. The bacteria remains in your blood for a number of rounds equal to your Con modifier.

Breath Control:
Time spent Focused is not counted towards the length of time you can hold your breath for.

Painless: Prerequisites: Breath Control
You must not fear, fear is the mindkiller, fear is the little death that brings total oblivion. While Focused, you are immune to the effects of pain. You ignore all subdual damage effects, along with the penalties for being below the Yellow and Orange Thresholds. Red damage still affects you normally.

Harden: Prerequisites: Strength of the Mind
You have mastered the art of shifting blood into specific areas while controlling your smooth muscle to produce hardened resilience in specific areas of your body. You can opt to gain either DR 2/- or to increase your unarmed damage by one size for each Focus you possess.


Sensor:
Sensor powers are those that allow for altered perception of the world. The most impressive manifestation of this pool of abilities is the Mindsight power, which allows you to see the world as Fraal do, without light or sound, but other powers are just as useful.

Prerequisites [All]: Unlike other Disciplines, Sensor powers do not have a common prerequisite.

Sense Focus: Prerequisites: Esper, Talent
While you are Focused, you instantly get a distinct feeling and vague direction to any focused character within 120ft. You may opt to Concentrate on the power to try to narrow down the range if you are within 60ft.

Smell Aggression: Prerequisites: Esper
You automatically detect a horrible tinny smell, akin to a mix of burnt metal and ozone whenever a person with aggressive intentions [towards you or another] is within 60ft. You do not have the be able to perceive them otherwise.

Instinctive Defence: Prerequisites: Smell Aggression
You may become Focused as a free action when your Smell Aggression power is first triggered in an encounter.

Emotion Read: Prerequisites: Esper
You count as Automatically rolling a 20 on any check to determine the emotional state of another person. While Focused, your sensitivity increases, granting you a +4 bonus on attempts to read their thoughts.

Blind sense, 20ft: Prerequisites: Danger Sense
While Focused, you gain an instinctive sense of the location of every living thing within 20ft.

You may take this power multiple times, each time adding 20ft to the range of your perception.

Mindsight: Prerequisites: Danger Sense, Blind Sense, 20ft.
While Focused, you gain a sonar like mental sense that allows you to perceive the world out to 200ft. You can perceive the appearance but not colour and there are other subtle aspects that are different in that you can see texture rather than light. Your vision is actually based on mental energy reflecting from objects; your own mental energy projects out to a range of 200ft but you can see areas around other intelligent beings, who illuminate 5 ft times their Intelligence like a torch.

Flashes:
You are visited by precognitive flashes out to a fairly significant time in the future. Whether this vision is of success or failure, you gain usable information for the remainder of the mission. You gain a number of precog dice equal to your Int bonus. These dice are d4s normally. They can be rolled as a Circumstance bonus on any d20 roll you feel necessary, adjusting the 'natural' roll of the dice [meaning that if the total of the d20 and the d4 is 20, you achieve a threat]. You must choose to use a Precog dice before you roll the check.

Improved Flashes: Prerequisites: Flashes
You are better adapted to using your knowledge of the future in action. For each time you select this power, you gain an additional Precog dice and the precog dice size increases by one.

Death Flashes: Prerequisites: Flashes
You know when and where your death will come from, allowing you to avoid it. Before an attack roll is made, you can opt to add double the value rolled on one or more Precog dice to your defence as a Passive Insight bonus.

Where to Stand: Prerequisites: Flashes
Once per round, you may spend a Precog dice to move your location by 5ft. This is actually you being in a different location through foreknowledge rather than actually moving so this doesn't count as your Shift action for the round.

Flickersight:
Your vision is overlayed with a half dozen fore-images of where your foe may be in the next moment. This grants nothing so powerful as Combat Precognition but allows you to see precisely where someone is when they are moving and mostly hidden. You treat any form of Concealment as being one grade less than normal as long as you are Focused.

Find:
While Focused, you may spend a Full action to gain a sense of the location [rough distance and direction] to a single person that you have met and touched.

Ghost Guide: Prerequisites: [?, Find.
You have learned to seek individuals by touching an object that they have touched at some point and picking up one of the spirits that are connected to it and having them guide you. You effectively have the Track feat and use your Gather Information skill to follow the spirit to your target, adding your level to the check.

Now that you've looked it over, i need to know the following:
1) - Does this feel sufficiently 'psionicy' from a fluff standpoint?
2) - Is anything overpowered for its prerequisites, remembering that it takes serious dedication to get to the most powerful abilities?
3) - Does the psion class get enough Powers?

Note that this is not really intended to stand alongside full spellcasters as it was designed for a Stampunk world so it's point of Balance is actually the Barbarian and the Rogue.

Mulletmanalive
2009-10-25, 04:53 PM
Reserved for PrCs.

Mulletmanalive
2009-10-25, 04:54 PM
Reserved for monsters.

TabletopNuke
2009-10-26, 03:11 PM
As far as homebrewing goes, I'm much more experienced with monsters than classes, so I don't really feel qualified to critique this. Have you tried ClassCalc? http://rpg.hmimages.com/classcalc.cfm

However, I do have something that may be of interest to you. I refluffed the Warlock class into a psionic class. It's new name is "Mindscourge", and invocations are called "anomalies". You could try adding your "psychic fatigue/exhaustion" feature to that, perhaps balanced out by more powerful anomalies (a greater or dark equivalent of telekinesis?). Perhaps mindscouges are mentalists who manifest their powers in a different manner?

Let me know if you want the class progression.

InfiniteNothing
2009-10-28, 10:04 PM
Hmm... I wouldn't mind seeing more of this. It certainly has potential.

Mulletmanalive
2009-10-29, 06:57 AM
As it, the only PrC i've designed with this is rather too setting specific to mean anything outside MV [it uses the rules for Steamborgs from Dragonmech].

I've ben meaning to come back to it but haven't really had any inspiration, though as this was originally a martial arts system, i might have a monk type idea floating around.

InfiniteNothing
2009-10-30, 09:37 PM
Take your time. We can wait.