There are some who say that knowledge is power. They are not
far off. In this case, the mind itself is power. Whether you have the patience
to practice the discipline, or whether you were gifted with the ability
natural, you have come to master the powers of the mind. You are a Psion, and
what you think can literally change the world around you.
Primary Stats: Intelligence
(Telekinetic and Telepathic abilities), Charisma (Pain and Mental attacks),
Constitution
Bonus to Skill
Checks: Bluff, Concentration, Insight, Intimidate, Knowledge, Perception
Basic Abilities
Opening this talent tree grants you the following powers and
abilities.
Telepathy: You are highly telepathic and capable of reading minds, even if it’s only surface thoughts. You can also communicate with people psychically. If you desire, you can connect people together in a psychic conversation. You can even leave the “channel” open with allies who can use you as a hub to communicate with one another. Establishing the link is what takes the most energy and time. Once the link is established, keeping it established is very easy. The distance this works at and the number of people you can channel to is based on your Intelligence and Mastery.
Telepathy: You are highly telepathic and capable of reading minds, even if it’s only surface thoughts. You can also communicate with people psychically. If you desire, you can connect people together in a psychic conversation. You can even leave the “channel” open with allies who can use you as a hub to communicate with one another. Establishing the link is what takes the most energy and time. Once the link is established, keeping it established is very easy. The distance this works at and the number of people you can channel to is based on your Intelligence and Mastery.
Telekinesis: You
can lift and manipulate things with your mind. This is a physical force that
you can use to do a large number of things from moving objects to you with
ease, to punching someone across the room with a thought. The ability, fine
motor control, and power you have with this ability is based on your
Intelligence and Mastery.
Mastery: Mastery
is a measure of your overall power and ability in a given talent branch. Each
rank raises your ability a bit higher, and grants you greater power and access
to more abilities further down the line. You must purchase each rank in order.
Each rank is explained in detail below.
Rank 1: Your
powers are slightly enhanced and it takes slightly less energy to use your
abilities. You gain slightly more fine motor control with your telekinesis
allowing you to write, though it would not be very neat writing. 10 points.
Rank 2: Your
powers are slightly enhanced and it takes slightly less energy to use your
abilities. You can now have a telepathic conversation with an ally that is up
to 1 mile away, and keep a telepathic link with up to Intelligence modifier
willing participants. In addition, you can now manipulate more than one thing
at a time with your telekinesis. 20 points.
Rank 3: Your
powers are enhanced and it takes less energy to use your abilities. In
addition, you can now perform other actions while you are using your
telekinesis. For example, you could fight someone in front of you with your
fists while you wield a sword behind you with your mind. You might not be able
to fight well on either count, but it is a strong start. You gain a +2 to Intelligence
or Charisma. 30 points.
Rank 4: Your
powers are greatly enhanced and it takes much less energy to use your
abilities. You can now link up to 3+ Intelligence modifier people
telepathically for up to 5 miles. You gain a great deal of fine motor control
with your telekinesis and can manipulate several items at once. You could
write, practice with a sword, and even shave all at the same time with your
mind. This would restrict you from doing much physically, but is easily in the
realm of possibilities. 40 points.
Rank 5: Your
powers are greatly enhanced and it takes much less energy to use your
abilities. You can now sustain a telepathic link with allies on a global scale,
but you will likely lose the contact if they travel to another plane. You could
perform delicate surgery with your telekinesis. When figuring how much you can
lift with your telekinesis, add 10 to your Intelligence score to find the
proper weights. You gain a +3 bonus to Intelligence or Charisma. 50 points.
Psychic Impression: You
can gain a basic idea of the history of an object, including where it may have
been or who held it, by touching it yourself. 10 points.
Eidetic Memory:
You never forget anything you see or hear, and can recall things perfectly, as
though your mind were a digital camera set to a computer. 15 points.
Psionic Shield:
You surround yourself with telekinetic energy, building an invisible shield to
protect yourself or others. Requires Mastery Rank 1 and 10 points.
Iron Will: Your
mind is a steel trap, and it is very difficult for anyone to break through the
mental walls you have built up. You are highly resistant to charm, illusion,
fear, and other such mental effects. Requires Mastery Rank 2 and 20 points.
Flight: You can
now fly using your telekinetic powers. How fast you can fly, for how long, and
if you can take others with depends on your power and ability. Requires Mastery
Rank 2 and 20 points.
Astral Projection:
Your mind can leave your body and wander the world freely, seeing and hearing
things a great distance away, even traveling to other planes. It cannot have
any physical interaction with anything and your body is vulnerable while you
are in this state, but it can come in very handy and prove to be quite useful.
Requires Mastery Rank 3 and 25 points.
Astral Tendril: You
can reach out with telepathic, telekinetic tendrils and search for things. Once
something has been found you can pull yourself to the item or pull it to you.
If it’s unwilling, you will have to fight to move it. Requires Mastery Rank 3
and 25 points.
Vanish from the
Mind’s Eye: You literally reach into the minds of those around you and
erase yourself from their brains so that they cannot see or hear you. You are
still there, but you are, in essence, invisible. You can do this for a small
number of people around you. The more people you try to hide from and the more
people you try to hide with you, the more difficult it becomes. Requires
Mastery Rank 3 and 30 points.
Dominator Path
10 Points.
Opening this branch of Psion grants the following abilities.
Psionic Slam:
Some psions prefer a subtle approach to things. They’ll terrify, or make people
think they’re hurt, or any number of other things. You simply attack with
unbound hate, rage, and pain. You flood your enemy’s mind with psionic energy
that causes them mental anguish and physical pain.
Dominator Branch Abilities
Paralysis: You
disconnect the mind from the body and leave your foe unable to move any part of
their body. Requires Mastery Rank 1 and 10 points.
Their Own Worst
Enemy: You simply make your foe hit themselves. Requires Mastery Rank 1 and
15 points.
Precise Daggers: Your
foe screams as their mind tells them that daggers have been slowly pushed into
some very painful pressure points. They might be crippled for the rest of their
short life. Requires Mastery Rank 1 and 15 points.
Leave You Breathless:
Your enemy falls to the ground, flopping like a fish. Seems someone made their
body think that their lungs were missing. Requires Mastery Rank 2 and 10
points.
Blackout: You
simply reach into your enemy’s mind and turn it off. Requires Mastery Rank 2
and 15 points.
Dominate: It
might be difficult, but you can, with a bit of concentration, literally take
over someone’s mind. You can do this in different ways, putting your
consciousness in their body, or simply puppeting them, but you can make an
enemy a weapon. When you start, this won’t be easy, but as you grow in power
you can dominate more than one mind and start to do any number of things,
including dominating them quickly and leaving them with a compulsion they have
to follow. Requires Mastery Rank 2 and 25 points.
Trauma: With a
mighty bellow you shock your foes with a terrible thought, and watch as they fall
to the ground, their bodies exploding open from the force of your rage.
Requires Mastery Rank 3 and 20 points.
Raging Tempest:
You unleash a great deal of psionic energy, flooding it around you and simply
pummeling the weaker minds of your foes into dust. It is the mental equivalent
of a barbarian smashing his foe to pulp. Requires Mastery Rank 3 and 20 points.
Heart of Fury:
Taking the ambient rage in the air from the battle, you channel the psychic
energy into a devastating psychic attack that rages across the field, causing
strokes and seizures in all those it affects. Requires Mastery Rank 3 and 30points.
Living Psyche: Your
body wavers, shimmering until it becomes pure red energy. Your mind knows no
bounds now. For a short time, your powers are greatly enhanced and you are
tireless and invulnerable. You cannot use any psychic power for a short time
after this, and you are greatly fatigued, but you will suffer no physical
damage because of this power. Requires Mastery Rank 5 and 50 points.
Flayer Branch
10 points.
Opening this branch of Psion grants the following abilities.
Flay: Your
psionic abilities are refined to a point where you show your enemy’s mind that
they’re hurt, and it’s so convinced that the body responds in kind, causing
wounds to appear in the manner presented. Creativity is useful here as well as
darkly entertaining.
Flayer Branch Abilities
Boil: You mess
with your foe’s internal thermostat, raising their temperature until their
blood literally boils. Requires Mastery Rank 1 and 10 points.
Seizure: A blast
of random psychic commands confuses your foes, and causes them to shake, sweat
and convulse. Requires Mastery Rank 1 and 10 points.
Unyielding Pain:
You light up every pain receptor in your enemy’s mind, literally killing them
with unending amounts of pain. Requires Mastery Rank 1 and 15 points.
Nightmares: You
alter your foe’s perception so that his reality seems to be his worst
nightmare. He cannot wake from the terror that assaults him. Requires Mastery
Rank 1 and 15 points.
Encouraging Emotions:
You flood the field with positive psychic energy, feeding it directly to your
allies. They are inspired and push forward with renewed vigor and greater
ability. Requires Mastery Rank 2 and 20 points.
Emotional Distortion:
You amp up or turn down someone’s emotion. You do this to the furthest
extremes. If someone is afraid, you make them terrified beyond reason. If
someone is angry, you blind them with rage. Or, if the need arises, you take
their rage and make them docile. This isn’t always easy, and you will likely
only affect one person at a time, but it can be a very useful ability. Requires
Mastery Rank 2 and 25 points.
Thrall: A smile
and a wink ensnare a foe to do your will. They will not harm themselves in any
fashion, but they will attack their friends. Once you have control of someone
in this fashion, it will last until you stop forcing your will on them. If done
long enough, the person will actually fall for you, which can have
repercussions all its own. Requires Mastery Rank 3 and 15 points.
Irritation: Your
enemies begin to itch, just a bit. It grows until they must scratch. However
scratching it makes it worse. The more they scratch, the more terrible it
becomes until they begin to rip off their own flesh in order to rid them of the
terrible itch. Requires Mastery Rank 3 and 20 points.
Sharing is Caring:
Summoning all your will, you link your foes together so that when one of them
suffers pain, they all suffer together. This can be both good and bad. When you
you’re your enemies bound in this fashion, you can use one power on them, and
many will be affected. However, if you were to use your thrall, it would nearly
destroy your mind trying to keep control of that many people at once. So, while
this can be effective to use minor powers on, or to help your allies who can
attack with magic or steel, it can be dangerous for you if you are not careful.
Requires Mastery Rank 3 and 25 points.
Free Your Mind:
Summoning the totality of your psychic ability, you reach into the minds of
your allies and unlock their true potential. For a very short time, you and all
allies have your powers greatly enhanced, and become invulnerable and tireless.
Any damage your allies take during this will be transferred to you when this
ability ends. Your allies do not tire or weaken, but your mind and body will be
completely useless for at least an hour after you use this ability. You will
not be able to use it more than once a day. Requires Mastery Rank 5 and 50
points.
Kinetic Branch
10 points.
Opening this branch of Psion grants the following abilities.
Psionic Weapon:
The focused totality of your powers allows you to manifest a psychic weapon.
This weapon is a type of your choosing, and it improves as your power and
ability do. The weapon not only damages the physical, but causes mental anguish
and disorientation.
Kinetic Branch Abilities
Psi-Shards: You
spray thousands of tiny, razor sharp shards of telekinetic energy at your foes,
shredding them. Requires Mastery Rank 1 and 10 points.
Rebounding Attack:
You throw your enemy’s attack right back at them. Requires Mastery Rank 1 and
15 points.
Breathing Room:
You summon a massive burst of telekinetic energy to shove your foes back,
giving you a bit of space. Requires Mastery Rank 1 and 15 points.
Psychokinesis:
You have perfected your telekinesis to the point that you can create lightning
and fire with your mind, directing it as you will. Requires Mastery Rank 2 and
20 points.
Pierce: Building
on your Psi-Shards, you simply focus your will and shoot people with
telekinetic arrows. Requires Mastery Rank 2 and 20 points.
Psionic Chains:
You launch a net of telekinetic energy at your foe. It traps them, then roots
the spot, leaving them vulnerable. At Mastery Rank 4, you can make the net
large enough to hold several enemies at once. Requires Mastery Rank 2 and 25
points.
Earthquake: In a
terrifying display of ability, you tear up the earth in a path, like a snake
racing toward its prey, and then cause an explosion in the middle of your foes.
Requires Mastery Rank 3 and 15 points.
Concussive Grenade: You compress a great quantity of air,
hurl it into your enemies, and watch as they go flying. Requires Mastery Rank 3
and 20 points.
Blade Storm: You hold out your hand, summoning you
telekinetic powers to their full. Several of your psionic weapons appear,
floating and spinning around you. With a smile and a gesture, you send them
flying at your foes. Requires Mastery Rank 3 and 25 points.
Everywhere At Once:
Your mind is strong enough that you can essentially create telekinetic versions
of yourself to fight on multiple fronts while you fight as well. The clones
you’re your abilities and mind, and will fight on their own but you can control
them if you need. This takes a great deal of energy, and they last only a short
time before fading away. Requires Mastery Rank 5 and 50 points.
No comments:
Post a Comment