mdt wrote: You'll also need to put your important need to know info in your alias's gender/race/class fields so they show up in posts. I'll have to figure out exactly what that info should be. Lessah can show you examples of what I am talking about with one of their alias's from a previous game (likely the space game Lessah). A link to a post is fine if you don't mind. There. Nothing fancy, just a few stats in the lines as you can see if you click on the alias (note: they only show up in discussion/gameplay threads, which is likely why our dear mdt wanted the link :P). As for what to put there I nominate all the derived pools/stats (that are relevant; initiative, combat pool, reaction ect), the social first glance/impression skills, condition tracks, armour. Edit: Another small note, it is just the Race and Class/Level (and I *think* perhaps one more field) that actually show up, and they don't show up in the order listed on the edit profile page. You can go to your alias tab and see what it displays.
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Oh that's rough to hear. I hope things work out! And no need to worry about us, I know I'll be on this site for a long time to come : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
@System - I must admit, I am always curious as to learn new stuff (I've heard that there are StarWars systems that don't completely suck - it might be in the spirit of the times, if people are into that :P? [But I'm a bit biased; so hyped for the new movies!]). But! I rather run by the 'old' system and keep Vathan/Aramis/Jubal then any new system without : ) @Plot - I think our current plot has great potential and so; the themes of rebirth and reconnection are funny to explore. The pacing, to feel natural, might have become a bit slow for a pbp. But if we are going to jump the time, I suggest forward so that we can keep building onto the world and see it evolve.
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Sad to hear that Holt : (
Cats crunch is all done, the fluff nearly so. I will do my best to have an intro post up by lunchtime tomorrow : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Good, but I have a bit on my plate at the moment. Got a trio of tests coming up, so my mind is - sadly - a bit preoccupied (last one is on the 12th of June, so not too far away). I think I'll just dump Cat in there and take it from there : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Said guests lingered a bit longer then planned, so the grand speech will be mostly imaginary (or, perhaps it might materialize tomorrow. Not sure). I did not finish Cat's background either, but I did managed to give her a surname : ) Ceres out : )!
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Viktoria looked out over the crowd and smiled. It was truly a marvel! When I joined, the Navy was a rag-tag bunch of enthusiasts and archaeologists - the Scouts a subject of history. Earlier, when she stood in front of her mirror and inspected her parade uniform, she had wondered how she had turned so old. She had noticed the weathering and the wrinkles, erosion caused by the rush of time. It had flown past her so fast - but their achievements had been even swifter. And now, look at us! Row upon row of eager explorers, ready to carry the torch into the darkness. If we keep up this pace, the future looks bright. I might even find some room to fit in a visit to Terra myself when I retire ... But enough daydreaming, time to face the music! Clearing her throat, she adjusted her notes one last time and started to speak in a clear, authoritative voice...
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
I have guests at the moment, so I havn't managed to find the piece of mind to finish up either my backstory or compose a speech yet, sadly. However, they are leaving tonight (~8h) so hopefully I will have some calm thinking time by then : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Hmm. Speech. I'll whip something together : ) @feats/loan nice : ) @Names - hmm Since I listened to the War of Worlds recently - Thunderchild <- but I think I want to keep this one for Cats ship : ) For the utility, She is one of ours, Sir! is hard to beat...
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Yes, I hope the recovery is swift and complete : ) @Em drive - I think I saw something about it earlier, lemme have a look ... @Loan - Hmm. Would it be okay to only borrow 5000 Creds and claim that the rest have already been paid/worked off? @Cat - I'll post her backstory any day now, I swear :P edit: There! A few posts to dig trough, but IIRC the people working on it should be there somewhere :P
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Hmm. He might want to change it... And lucky you :P @Exp Chart - That one is equivilent with the pathfinder fast track, is it not (15000 Exp = lvl 6)? I didn't look too carefully and just used pathfinder medium track, but the T20 book also uses the fast track, so Cat can have one more level : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Hmm random thought: What EXP progression do we use? @Ivan - You mentioned a loan or something earlier :P? My character has 1200 Creds and a spaceship to care for ... Interested in making an investment :)?
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Vathan wrote:
Look what I found :P
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Aramis Ramirez wrote:
I *think* masterwork is simply price x2. I can look it up later : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Laser Weapons: Lasers! wrote:
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Bumping that Wis by +1 Prospecting bonus is now +13 (4 Wis 4 Rank 3 Class 2 Human) Re-enlistment: 1d20 ⇒ 2 *sad trombone* Can try to head for university ? Admission DC7: 1d20 + 3 ⇒ (8) + 3 = 11 Graduation DC7: 1d20 + 3 ⇒ (4) + 3 = 7 Honours DC 13: 1d20 + 3 ⇒ (15) + 3 = 18 +1 Edu, +4000 Exp & Bachelor in hmm ... Asteroid 'engineering'? Muster out: Material Benefit: 1d6 ⇒ 3 Weapon Material Benefit: 1d6 ⇒ 6 Seeker? Not sure if having to pay interest on a starship is super, especially with only 1000 credits. How was those loan terms again ... :P? (I do expect not to have a starship, as the other rolls of that sort have been replaced . ) )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Re-enlistment: 1d20 ⇒ 14 Yes Assignment: 1d20 ⇒ 18 Belt Fringe. Uuuuhmmm... Hmm. Inspiration can be used yes? Survival DC 18: 1d20 + 1 ⇒ (5) + 1 = 6 Survival DC 18: 1d20 + 1 ⇒ (20) + 1 = 21 YESSSSSSSSSS! Cash Bonus DC 16: 1d20 + 10 ⇒ (6) + 10 = 16 Nice Exp Bonus DC 8: 1d20 ⇒ 10 Very nice Edit: Exp: 1d4 ⇒ 1 x1000 Cash: 1d6 + 1 ⇒ (3) + 1 = 4 Total EXP 11000 Extra money 1000
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Belter 3 Feats picked up X3, Improved Zero G Adaptation Survey bonus is now +10 (3 Wis, 3 Class, 3 Rank, 1 Human) (noticed I missed the rank last time, oh well. No difference : ) )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Vathan wrote:
Woah, that was quick :P
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Assignment: 1d20 ⇒ 10 Contract Work Survival DC 9: 1d20 ⇒ 20 Yey! Cash Bonus DC 21: 1d20 + 6 ⇒ (11) + 6 = 17 Nope Exp Bonus DC 14: 1d20 ⇒ 19 Yey! Now, to find where the Exp bonus is listed ... : ) edit: Exp Bonus: 1d4 ⇒ 2 x1000
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Aight, I'll go Lisan belter : ) Str 13
Racial Traits: Heart of the (Asteroid) Fields [prof: Survey], Bonus feats Traits:Rough and Ready, Inspired Feats: X1*, X2*, Dumb Luck *waiting to see if I can have some Pathfinder feats : ) Prof(Survey) bonus +6 (3 Wis, 3 class)
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
@poisoning - A good week that just keeps getting better eh? :P Sorry to hear that mdt! @Belters - Hmm. I really felt like keeping my character Telthani, I have to think about this
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Exactly what I'm thinking is sorta the problem, to be honest :P I've been thinking of survivalist, scientist or something but it hasn't clicked just yet! However ... @mdt - Would the Belter class be open (for two terms max ofc)? I'm thinking since Telthani probably wants to start exploiting all the resources now, so they can build more ships. : ) @mdt - Could I pick from the Defiant Luck chain of Pathfinder feats ? (the second feat in the line, Inexplicable Luck, would certainly be useful when rolling on the Belter tables :P)
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Damn, I'm dragging my feet behind me again. I'll try and have this worked out by tonight : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
As far as I can tell, nothing that has to do with Clairvoyance. I'm having a cold atm, so I might have missed something, but I don't think so . )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Totally honest? I think Barf did more useful things on his screen-time in Spaceballs then Chewbacca ever did in Star Wars :P
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Jonny...Panic wrote:
Hmmhmmmm hmmmmmmmmm. It would be sorta cool. A joint venture, like, a 'big step' for the planets relationship ?=) Makes me think a bit or Star Trek ... Hmm. Hmmmmmm. Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm. @mdt - How would a Mylthani be handled in game terms, do they have 'proper' individuality? (edit: As in work terms, ages and such!) Might go for one of those, just so we can have a real menagerie going :D (And I can get stilts and be Chewbacca to Ophelia's Han Solo :P)
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Vathan wrote: And you reminded him? ;D It was foolish of me, of course. But I needed to know the University DCs : P
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Vathan wrote:
A long time ago, when we made our first round of characters : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Master's Degree! Admission DC 11: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9 *deflating sound* Aww. Oh well : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
@mdt - does Age affect either the Soc or Edu values? Array: Str 12
edit: Gonna try and be a bit greedy :P
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Muster out rolls: (4 terms, +1 officer) All on material!: 5d20 ⇒ (20, 13, 19, 15, 1) = 68 Edit: Aaand it should be d6 instead of d20 ... :P Material: 5d6 ⇒ (4, 4, 4, 6, 1) = 19 Edit2: High Passage, Low Passage and x3 Weapons. Lol :P
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
mdt wrote: Yes, although if we do another time jump, the -2 edu will go away. Mkay. didn't seem to affect any rolls anyhow : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Terms:
Term 1
Assignment?: 1d20 ⇒ 6 Garrison Promotion DC 10: 1d20 + 3 ⇒ (2) + 3 = 5 Nope 8000 exp total, Academic 2 | Army 1 25y Term 2 Re-enlist DC 9: 1d20 ⇒ 10 success Assignment?: 1d20 ⇒ 14 Internal security Survival DC 2: 1d20 + 3 ⇒ (2) + 3 = 5 Yes Promotion DC 8: 1d20 + 3 ⇒ (4) + 3 = 7 Nope Decoration: 1d20 ⇒ 10 Nope 12000 exp total, Academic 2 | Army 2 29y Term 3 Re-enlist DC 9: 1d20 ⇒ 9 success Assigment?: 1d20 ⇒ 18 Counter insurgency Survival DC 4: 1d20 + 3 ⇒ (18) + 3 = 21 yes Promotion DC 14: 1d20 + 3 ⇒ (10) + 3 = 13 nope Decoration DC 17: 1d20 ⇒ 6 nope Exp bonus DC 12: 1d20 ⇒ 7 nope 16000 exp total, Academic 2 | Army 3 33y Term 4 Re-enlist DC 9: 1d20 ⇒ 9 success Assignment?: 1d20 ⇒ 14 Internal Security Survival DC 2: 1d20 + 3 ⇒ (3) + 3 = 6 Yes Promotion DC 8: 1d20 + 3 ⇒ (2) + 3 = 5 Nope Decoration: 1d20 ⇒ 10 Nope 20000 exp total, Academic 2 | Army 3 37y edit: spoilerd stuff
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
@mdt - Do we retain that -2 Edu we had from our backwaters world? Academy - Bachelor's Degree Admission DC 5/7: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 success Graduation DC 5/7: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 success Honours DC 11/13: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 mwep mewp ... OTC: Army DC 10: 1d20 + 1 ⇒ (10) + 1 = 11 success Edit: 4000 Exp gained -> Second level Academic, 21y
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
'Krieger' - Military Scientist Str 13
Applying human bonus into Int. Starting as Academic, plans on going Bachelor -> Commission -> Army -> Ev higher education
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Could work. Was originally two a bit different concepts (regarding personality and so), but I think they may blend. Anyone watches Archer? Krieger might be a good role model ... :P
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Hmm. I'm torn between (trying to make) a science officer or a more martial type. Any suggestions : )? (I remember Ophelia mentioned Han Solo, so there might be a bit overlap on the later one. But I guess that might be a bit more Cha-based roguery ? Hmm)
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Just checking in! I'm just going to fix up some other pbp & stuff, then I'll get rolling! My plan is still leaning towards a science guy, going Academic -> Navy
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
I will have the weekend (ie tomorrow) basically free, so I'll try and get my stuff up and together by then : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Indeed. Surgery can be harsh (but useful!). I hope things goes as smoothly as possible : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Or, if we are going for military, a short-ish 'mini campaign' : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
It sounds as if we have a psychic (Vathan), a pilot (Annara) and Han Solo (Ophelia). I think I may go in the direction of a science officer then : ) @Type: I vote for Exploration : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
@Spheres - Under the header 'The Five Spheres' it says how one acquires them. Which works exactly as mdt described :P
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
First table: Age & PSI ability 18 and less: 3d6
ect Second table: Sphere Affinity Sphere DC
Third table Range & Fourth table are about the range of psionics and how to teleport. A bit wordy, but if they are really needed I can get them too (somehow)
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
The powers at the end is sorta garbled together, I didn't bother to fix those up. There are some tables that are missing. I'll get the info in them up shortly : )
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Psychics: DETERMINING PSIONIC POTENTIAL
A comprehensive examination will take two weeks time, cost Cr5000, and at the end of which the character will be provided with a comprehensive measure of their psionic potential. It should be noted that psionic potential severely declines as one gets older. The earlier someone is tested and trained, the more potential they are likely to have. Some charity is available for the truly indigent who apply (Referee’s decision, then have the character make a Charisma check (DC18) to be given a free examination). Characters being examined by the Institute due to selecting the PSI Training feat have this fee waived. The Examination: The character determines his psionic potential by rolling 3d6, subtracting -1 for every 4 years of age (or fraction thereof) he is over the age of 18. For example, a 54 year old character being tested would roll 3d6-9 to determine his psionic potential (54 - 18 = 36 / 4 = +9).
TRAINING Once it has been determined that a character has a psionic potential of 1 or more, he must be trained in the use of that potential immediately or it will continue to degrade with age. The only way to avoid the loss in potential with age is to be trained. The Institute of course offers such training for a fee of Cr100,000. The training takes 4 months of intensive study and training, during which time the character will be unable to attend to anything other than his basic needs. Characters attending the Institute by selecting the Psi Training feat have this fee waived. Extremely gifted individuals (Psi score of 12 or higher) may apply for a scholarship if they cannot otherwise afford the training. In such cases, the Institute will take 95% of the character’s assets and possessions and waive the remainder of the fee. Once trained, the character may now record their psionic potential as their actual PSI score, and need no longer worry about the effects of further aging on their psionic ability. PSIONIC STRENGTH (PSI) PSI represents the total psionic power a character is able to call upon before become too mentally exhausted to continue using their psionic abilities. Psionic feats, called talents, require a specific cost in Psi to empower its effects. When a talent is used, the cost is applied against the character’s current PSI score. If the cost of using the talent would reduce the character’s current PSI rating to less than 0, that talent cannot be used at that time. If the use of a talent ever reduces the character to exactly 0 PSI points, the character will immediately fall comatose for the next 2d6 hours. The character can make a Will save (DC15) to cut this time in half. It will be impossible to wake the character during this comatose state. After the given number of hours, the character will awaken from the coma on his own, with the effect of having had the equivalent of a full night of rest and recovery. Recovery: A character will recover 1 PSI point per hour of standard activity (i.e. no combat or use of other psionics). A full night of rest will fully restore any expended PSI points. Note: PSI is not an ability score. A character’s PSI score cannot be improved except through the use of psienhancing drugs. THE fIVE POSSIBLE SPHERES There are five possible spheres of influence that a psionicist may be capable of manipulating though it is very unlikely that anyone would be capable of activity in all spheres. When the character receives training at a Psionics Institute, it will be determined which spheres the character has an affinity for. A character will always have an affinity for at least one sphere, but which one is not necessarily up to them. The character may list which of the spheres they would prefer to have an ability in, from most preferred to least preferred. If the character is a natural talent and already has one sphere of influence noted, the character will skip that sphere and list the remaining spheres as previously described. Starting with the character’s first choice on the list and consulting the Sphere Affinity table. the character must rolls 1d20 against the DC listed for the appropriate sphere. If the roll is successful, the character may develop talents within that sphere. Continuing down the character’s list, each sphere is similarly checked to see if the character may also develop talents within these spheres. A cumulative modifier of -2 is add to each roll after the checking the first sphere on the character’s list; -2 for the second roll, -4 for the third roll, and so on. If the last sphere on the character’s list is reached and no other spheres have yet to be gained, then this will be the one and only sphere the character has an affinity with. Otherwise, check for affinity normally. EffECTS Of TRAINING Psionics is very much a mystical art rather than a precise science. Thus training at the Institute can merely acquaint the character with basic concepts and theories of control over his newfound gifts. As little as the training really is, it provides enough knowledge to allow the character to begin actually developing his abilities. SPHERES Of INfLUENCE The talents available to a psionicist are divided into five different spheres of influence: Telepathy, Clairvoyance, Awareness, Telekinesis, and Teleportation. A psionicist develops his capability within a given sphere, but the number of different spheres of influence a psionicist may control limited to those acquired during training at the Institute. SPHERE DEVELOPMENT Once a character has an affinity with a sphere of influence and has been trained, he may list and develop it as if it were a normal cross-class skill, except that the character’s skill rank in the sphere may never exceed his Psi score. For example a character with a Psi score of 8 could not develop any sphere higher than a skill rank of 8, regardless of his actual level. The skill rank of a character within a sphere of influence determines which of the Talent feats the character is eligible to learn. If a Talent feat has a skill rank requirement of 7 and the character only had a skill rank of 6 within that talent’s sphere of influence, the character could not yet select that talent. Note that a character with the Natural Talent feat will always have an effective skill rank of 2 higher than their actual skill rank within their natural sphere of influence. PSIONIC TALENTS The things a psionicist can do with his or her mind are called talents. A talent is similar to a magical spell in other d20 games. Indeed, to folks of lower technology levels, psionics may appear to be evidence of real magic. However, a psionic talent has no necessary ‘components’ of any sort. A psionicist merely need to think of doing something and will it to be done, immediately. Each talent must be selected as if it were a normal feat, and the character must have a skill rank in the appropriate sphere of influence at least equal to or greater than the rank of the talent itself before it may be selected. The character must also be able to satisfy any other prerequisites that may be listed for a talent.
TALENT fORMAT
TELEPATHY SPHERE
LIfE DETECTION
TELEMPATHY
SEND THOUGHTS Sphere: Telepathy Prerequisites: Read Surface Thoughts Rank: 5 Cost: 3 Duration: Up to 120 seconds Benefit: The Psionicist may send thought messages to anyone, though psionically talented individuals may choose to shield out such thoughts if desired.
ASSAULT Sphere: Telepathy Prerequisites: Send Thoughts Rank: 10 Cost: 14 Duration: 2 seconds Benefit: An assault against an unshielded mind will reduce the target to 0 Stamina, rendering them immediately unconscious and will additionally inflict 2d6+6 points of Lifeblood damage. Against a shielded mind, the attack must make an opposed PSI check. If the target has the higher PSI check roll, there is no effect from the assault. CLAIRVOYANCE SPHERE Clairvoyance is the ability to sense events occuring or ‘see’ items located out of the direct view of the character. Early ability with this sphere is restricted to vague and basic ‘views’ at very limited range, and grows in range and capability with the increased development. SENSE Sphere: Clairvoyance Rank: 2 Cost: 2 Duration: Up to 30 seconds Benefit: A character will become aware of the most basic characteristics of a location when using this talent, such as ‘a room containing four dogs’ or ‘an open plain with a single tree’. Generally the most interesting or important features will be sensed. CLAIRVOYANCE Sphere: Clairvoyance Prerequisites: Sense Rank: 5 Cost: 3 Duration: Up to 30 seconds Benefit: The character can view the activity and features of a specific distant location. CLAIRAUDIENCE Sphere: Clairvoyance Prerequisites: Sense Rank: 5 Cost: 3 Duration: Up to 30 seconds Benefit: The character hears the any sounds and noises occurring at a specific distant location. COMBINED CLAIRAUDIENCE AND CLAIRVOYANCE Sphere: Clairvoyance Prerequisites: Clairaudience and Clairvoyance Rank: 9 Cost: 3 Duration: Up to 30 seconds Benefit: Imparts the benefits of both talents. AWARENESS SPHERE Awareness deals with the sense and control of one’s own body.
PSIONICALLY ENHANCED STRENGTH Sphere: Awareness Prerequisites: Suspended Animation Rank: 4 Cost: Varies Duration: 60 minutes (peak effectiveness) Benefit: For each PSI point spent using this talent, the Psionicist may temporarily add 1 point to his or her strength score. This effect will last for 60 minutes, after which it will begin to quickly return to normal at a rate of 1 point per minute.
REGENERATION Sphere: Awareness Prerequisites: Psionically Enhance Strength and Psionically Enhance Constitution Rank: 9 Cost: Varies Duration: Immediate Benefit: For each PSI point spent using this talent, the Psionicist may recover 1 point of Lifeblood damage and 10 points of Stamina damage. Healing occurs immediately. This talent includes the ability to growing new limbs and organs to replace lost ones, and may also be used to heal old injuries suffered before the character was trained. This talent cannot counteract the effects of aging. TELEKINESIS SPHERE Telekinesis is the ability to manipulate objects without physically touching them. There is but one talent associated with this sphere; Telekinesis. How large and object and how long it can be manipulated is based on the PSI rating and skill rank of the character. TELEKINESIS Sphere: Telekinesis Rank: Varies Cost: Varies
TELEPORTATION Sphere: Teleportation Rank: Varies Cost: Varies Duration: Instantaneous Benefit: If the Psionicist can see the destination at a distance, is already familiar with the destination, or can have the mental image of the destination implanted into her mind by a telepath, she may use this talent to move immediately to the destination location. PSI DRUGS Chemical means are available to enhance a character’s psionic strength on a temporary basis. Booster: The basic psi-drug, available in a small onedose pill. It will temporarily increase the user’s PSI score by 5 if the user is at full psionic strength, otherwise it will only increase the PSI score by 3. The effects will last one hour. Additional doses taken during that hour will have no effect. Double: A more potent form of Booster, available in the same small one-dose pill. Double will increase the user’s Psi score temporarily by +8 (+5 if not currently at full psionic strength). The effects will last one hourAdditional doses taken during that hour will have no effect. Special: The rarest of psi-drugs, special is only available in liquid form and must be taken by injection. Once taken the user’s PSI score will gradually increase to 18 at the rate of one point per hour. It will remain at 18 (if unused) for four hours, and then slowly begin to wear off, again at a rate of one point per hour. There is a danger when using Special, of permanently losing one point from the user’s PSI score (Con save vs. DC5 to avoid this effect) PITfALLS
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
I could cough up the pdf to Vathan if he wants. Or simply post the stuff here. Hmm, sec
Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Performed some resurrection work on the old laptop, have the pdfs again : )
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