EisenKreutzer
2017-11-16, 04:09 PM
This is a subsystem for DSPs psionics that I am working on. The aim is to introduce a new, exciting way to fight psionic opponents, and give characters new ways of growing in power. It is also a way to personalize a character by building their own mental palace, a place to which they can retreat, spend hours of ingame and out of game time customizing and even invite their friends to come hang out!
Together with the Mindscapes themselves I am also working on an archetype that takes advantage of these new rules, the Mindbender! The Mindbender is an expert at Mindscape combat, both inside mindscapes and in the real world, where he can apply their bonuses and harmful effects to his own fighting skills to control and defeat his opponents with the power of his mind.
What is a mindscape
A mindscape is a persistent mental landscape created by focusing psionic energies into mental constructs. Any psionic character with ranks in Autohypnosis can create a Mindscape. Doing so requires 8 hours of deep meditation, followed by a DC 15 Autohypnosis check. After meditating and succeeding the Autohypnosis check, a persistent mindscape is created within the character’s mind. A character can visit his mindscape at any time by taking a full-round action that provokes an attack of opportunity and making a successful DC 10 Autohypnosis check. A character entering a mindscape does not disappear from the physical world. The character creates a detailed mental simulacrum of themselves and projects it into the mindscape. Extreme mental exertion is required to construct this kind of mental avatar. While inside a mindscape, the character is unconscious and is considered helpless.
A mindscape can be up to 100’ in diameter +10 for every manifester level beyond 1st.
The mindscape is persistent, meaning that any action taken or alteration made within it are permanent unless otherwise specified.
A newly created mindscape is a flat, featureless gray plane. Once within this mental plane, the owner of the mindscape can make superficial alterations to the landscape and features of the mindscape by making a successful Autohypnosis check of varying DC depending on the nature of the alterations made.
Possible alterations include buildings, plant and animal life (any plants and animals created are harmless and passive), weather (any weather effects created are harmless and applies no penalties or ill effects) and lighting (even in pitch darkness, no penalties are conferred by mindscape lighting conditions). Any such alterations are purely cosmetic, they can not be used to make attacks or deal damage and apply no harmful or beneficial effects. Features of a mindscape can provide cover and concealment.
A character who has created a mindscape may invite another willing creature into his personal mental landscape. Any willing creature touched can enter into a meditative trance along with the character, who makes a single DC 15 Autohypnosis check to enter the mindscape as a group. For each creature beyond the first, the DC of this check increases by +1. It is impossible to force an unwilling creature into a mindscape this way.
A non-psionic creature can be invited into a mindscape in this way, but doing so raises the DC of the check by an additional +2. On a successful Autohypnosis check to enter the mindscape, all willing participants are rendered unconscious for as long as they are inside the mindscape.
Once inside a mindscape, a creature can leave at any time as a free action that does not provoke an attack of opportunity.
Anyone inside the mindscape of an unconscious creature can remain there and act as normal. Anyone who is physically inside the mindscape of a creature as it dies immediately appear next to the corpse, and must make a Will save (DC equals 10 + the CR of the creature, minimum 12) or be stunned for 1d4 rounds; creatures who succeed at this save are instead dazed for 1 round.
Cerebral Gatecrash
Discipline: Telepathy; Level: Psion/Wilder 2, Psychic Warrior 2, Dread 2, Tactician 2, Vitalist 2, Cryptic 2, Gifted Blade 2
MANIFESTING
Display: Audio, visual
Manifesting Time: 1 Standard Action
EFFECT
Range:Touch; Target: One Creature with a mindscape
Duration: Instantaneous
Saving Throw: Will negates; power resistance: Yes
Power Points: 3
By sheer force of will, you pierce the mental barriers of the target and break into their mindscape. Treat this just as if you had entered your own mindscape, except you cannot bring other participants into a mindscape this way.
Once inside the mindscape, you can exert your dominance there and take control of the mindscape. Any Mindscape feats you have function in an enemies mindscape.
Augment: You may augment this power in one or more of three ways:
For every additional 2 power points you spend, the DC to negate your changes in the mindscape increase by +1.
For every additional 4 power points spent, you may bring one willing ally with you into the mindscape.
By spending 2 additional power point, you can increase the range of this power to close (25 ft + 5 ft./2 levels).
Detect Mindscape
Discipline:Telepathy; Level Cryptic 0, dread 0, gifted blade 1, marksman 0, psion/wilder 0, psychic warrior 0, sighted seeker 1, tactician 0, vitalist 0
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone -shaped emanation centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None; Power Resistance: No
Power Points: Psionic focus or 1
As detect psionics, except noted here.
Instead of detecting psionic auras, you detect the presence of an active mindscape.
1st round: Presence or absence of an active mindscape
2nd round: Location of an active mindscape; you know which creatures have an active mindscape.
3rd round: You learn the size of each creatures mindscape, as well as whether or not they have structures erected.
Augment: By spending an additional 2 power points, you may peer into a single mindscape you know is active and present. Looking into a mindscape reveals any erected structures and defences present.
Cerebral Link
Discipline: Telepathy; Level: Psion/Wilder 2, Psychic Warrior 2, Dread 2, Tactician 2, Vitalist 2, Cryptic 2, Gifted Blade 2
MANIFESTING
Display: Audio, visual
Manifesting Time: 1 Standard Action
EFFECT
Range:Touch; Target: One willing creature with a mindscape
Duration: Instantaneous
Saving Throw: Will negates (harmless); power resistance: No
Power Points: 3
This power forges a permanent link between two mindscapes, allowing for travel between them. Once manifested, a portal-like structure is erected in both mindscapes. To travel between mindscapes, one needs to move through the portal structure. Once you fully pass through the portal surface, you appear next to the portal in the other creatures mindscape.
This power does nothing if the target does not have a mindscape, or is not psionic.
The creature with which you forge a link must be willing, otherwise the power fails.
If the creatures passing through the portal are under the effects of the Enter the Gate power, or are otherwise physically present in the mindscape, they physically appear next to the owner of the mindscape they are currently in when they exit the mindscape. Otherwise they simply exit the mindscape as normal.
Augment: By spending an additional 7 power points, you may target an unwilling creature with this power, forcing a connection between their mindscape and yours.
Enter the Gate
Discipline: Telepathy; Level: Psion/Wilder 4, Psychic Warrior 4, Dread 4, Tactician 4, Vitalist 4, Cryptic 4, Gifted Blade 4
MANIFESTING
Display: Audio, visual
Manifesting Time: 1 Standard Action
EFFECT
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: Will negates (harmless); power resistance: Yes
Power Points: 7
You dissolve your form and physically transport yourself into your own mindscape. Your physical form turns into quickly fading ectoplasm, and you appear inside your mindscape with all possessions and gear. You may leave the mindscape at any time as a swift action, reappearing in the exact spot you were when you discorporeated. Anyone who is physically inside the mindscape of a creature as it dies immediately appear next to the corpse, and must make a Will save (DC equals 10 + the CR of the creature, minimum 12) or be stunned for 1d4 rounds; creatures who succeed at this save are instead dazed for 1 round.
Augment: By spending an additional 5 power points, you may instead target to one or more willing allies. These allies are then discorporated and appear in physical form inside your mindscape.
When augmented in this way, once the allies exit the mindscape they appear next to your current location. You cannot travel physically into your own mindscape with this power or by any other method while others are physically present inside it, though you can enter your mindscape normally.
Together with the Mindscapes themselves I am also working on an archetype that takes advantage of these new rules, the Mindbender! The Mindbender is an expert at Mindscape combat, both inside mindscapes and in the real world, where he can apply their bonuses and harmful effects to his own fighting skills to control and defeat his opponents with the power of his mind.
What is a mindscape
A mindscape is a persistent mental landscape created by focusing psionic energies into mental constructs. Any psionic character with ranks in Autohypnosis can create a Mindscape. Doing so requires 8 hours of deep meditation, followed by a DC 15 Autohypnosis check. After meditating and succeeding the Autohypnosis check, a persistent mindscape is created within the character’s mind. A character can visit his mindscape at any time by taking a full-round action that provokes an attack of opportunity and making a successful DC 10 Autohypnosis check. A character entering a mindscape does not disappear from the physical world. The character creates a detailed mental simulacrum of themselves and projects it into the mindscape. Extreme mental exertion is required to construct this kind of mental avatar. While inside a mindscape, the character is unconscious and is considered helpless.
A mindscape can be up to 100’ in diameter +10 for every manifester level beyond 1st.
The mindscape is persistent, meaning that any action taken or alteration made within it are permanent unless otherwise specified.
A newly created mindscape is a flat, featureless gray plane. Once within this mental plane, the owner of the mindscape can make superficial alterations to the landscape and features of the mindscape by making a successful Autohypnosis check of varying DC depending on the nature of the alterations made.
Possible alterations include buildings, plant and animal life (any plants and animals created are harmless and passive), weather (any weather effects created are harmless and applies no penalties or ill effects) and lighting (even in pitch darkness, no penalties are conferred by mindscape lighting conditions). Any such alterations are purely cosmetic, they can not be used to make attacks or deal damage and apply no harmful or beneficial effects. Features of a mindscape can provide cover and concealment.
A character who has created a mindscape may invite another willing creature into his personal mental landscape. Any willing creature touched can enter into a meditative trance along with the character, who makes a single DC 15 Autohypnosis check to enter the mindscape as a group. For each creature beyond the first, the DC of this check increases by +1. It is impossible to force an unwilling creature into a mindscape this way.
A non-psionic creature can be invited into a mindscape in this way, but doing so raises the DC of the check by an additional +2. On a successful Autohypnosis check to enter the mindscape, all willing participants are rendered unconscious for as long as they are inside the mindscape.
Once inside a mindscape, a creature can leave at any time as a free action that does not provoke an attack of opportunity.
Anyone inside the mindscape of an unconscious creature can remain there and act as normal. Anyone who is physically inside the mindscape of a creature as it dies immediately appear next to the corpse, and must make a Will save (DC equals 10 + the CR of the creature, minimum 12) or be stunned for 1d4 rounds; creatures who succeed at this save are instead dazed for 1 round.
Cerebral Gatecrash
Discipline: Telepathy; Level: Psion/Wilder 2, Psychic Warrior 2, Dread 2, Tactician 2, Vitalist 2, Cryptic 2, Gifted Blade 2
MANIFESTING
Display: Audio, visual
Manifesting Time: 1 Standard Action
EFFECT
Range:Touch; Target: One Creature with a mindscape
Duration: Instantaneous
Saving Throw: Will negates; power resistance: Yes
Power Points: 3
By sheer force of will, you pierce the mental barriers of the target and break into their mindscape. Treat this just as if you had entered your own mindscape, except you cannot bring other participants into a mindscape this way.
Once inside the mindscape, you can exert your dominance there and take control of the mindscape. Any Mindscape feats you have function in an enemies mindscape.
Augment: You may augment this power in one or more of three ways:
For every additional 2 power points you spend, the DC to negate your changes in the mindscape increase by +1.
For every additional 4 power points spent, you may bring one willing ally with you into the mindscape.
By spending 2 additional power point, you can increase the range of this power to close (25 ft + 5 ft./2 levels).
Detect Mindscape
Discipline:Telepathy; Level Cryptic 0, dread 0, gifted blade 1, marksman 0, psion/wilder 0, psychic warrior 0, sighted seeker 1, tactician 0, vitalist 0
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone -shaped emanation centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None; Power Resistance: No
Power Points: Psionic focus or 1
As detect psionics, except noted here.
Instead of detecting psionic auras, you detect the presence of an active mindscape.
1st round: Presence or absence of an active mindscape
2nd round: Location of an active mindscape; you know which creatures have an active mindscape.
3rd round: You learn the size of each creatures mindscape, as well as whether or not they have structures erected.
Augment: By spending an additional 2 power points, you may peer into a single mindscape you know is active and present. Looking into a mindscape reveals any erected structures and defences present.
Cerebral Link
Discipline: Telepathy; Level: Psion/Wilder 2, Psychic Warrior 2, Dread 2, Tactician 2, Vitalist 2, Cryptic 2, Gifted Blade 2
MANIFESTING
Display: Audio, visual
Manifesting Time: 1 Standard Action
EFFECT
Range:Touch; Target: One willing creature with a mindscape
Duration: Instantaneous
Saving Throw: Will negates (harmless); power resistance: No
Power Points: 3
This power forges a permanent link between two mindscapes, allowing for travel between them. Once manifested, a portal-like structure is erected in both mindscapes. To travel between mindscapes, one needs to move through the portal structure. Once you fully pass through the portal surface, you appear next to the portal in the other creatures mindscape.
This power does nothing if the target does not have a mindscape, or is not psionic.
The creature with which you forge a link must be willing, otherwise the power fails.
If the creatures passing through the portal are under the effects of the Enter the Gate power, or are otherwise physically present in the mindscape, they physically appear next to the owner of the mindscape they are currently in when they exit the mindscape. Otherwise they simply exit the mindscape as normal.
Augment: By spending an additional 7 power points, you may target an unwilling creature with this power, forcing a connection between their mindscape and yours.
Enter the Gate
Discipline: Telepathy; Level: Psion/Wilder 4, Psychic Warrior 4, Dread 4, Tactician 4, Vitalist 4, Cryptic 4, Gifted Blade 4
MANIFESTING
Display: Audio, visual
Manifesting Time: 1 Standard Action
EFFECT
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: Will negates (harmless); power resistance: Yes
Power Points: 7
You dissolve your form and physically transport yourself into your own mindscape. Your physical form turns into quickly fading ectoplasm, and you appear inside your mindscape with all possessions and gear. You may leave the mindscape at any time as a swift action, reappearing in the exact spot you were when you discorporeated. Anyone who is physically inside the mindscape of a creature as it dies immediately appear next to the corpse, and must make a Will save (DC equals 10 + the CR of the creature, minimum 12) or be stunned for 1d4 rounds; creatures who succeed at this save are instead dazed for 1 round.
Augment: By spending an additional 5 power points, you may instead target to one or more willing allies. These allies are then discorporated and appear in physical form inside your mindscape.
When augmented in this way, once the allies exit the mindscape they appear next to your current location. You cannot travel physically into your own mindscape with this power or by any other method while others are physically present inside it, though you can enter your mindscape normally.