Psionics are various powers derived from the brain and they enable characters so endowed to perform in ways which resemble magical abilities.
Characters with one or more intelligence, wisdom or charisma ability scores of 16 or higher might have psionic ability. Whether or not this ability is possessed is then determined by a dice roll using percentile dice you must roll equal to or less than your total chance based on your ability scores, dropping any half points.
If psionics are possessed, it is necessary to determine the ability (or strength) and the number of powers the character has. Psionics in no way affect the performance of the character in his or her chosen class, except as possible roleplay changes to the character. You gain Proficiency with the Psionic skill and Sanity saving throw.
The psionically endowed character rolls percentile dice (D100) + 1 point to the total for each point of intelligence, wisdom and charisma score above 12. In addition, if 2 of these scores are above 16, the number of points is doubled, and if all 3 scores are above 16, the number of points is quadrupled.
The base score (01 – 100) plus bonuses if any, are added together. The total is the Psionic Power of the individual, psionic power and psionic points are a term interchangeable for the purposes of this.
There are 10 Psionic sub combat rounds within a combat round. When engaging with psionic combat with other psionic(s), you all roll psionic skill checks. Your skill check determines how much power you managed to muster in that sub round, your skill check vs other skill checks determines by how much you win or lose by. However much you win/lose the check by is how much Psionic Point damage you/they take and if you/they run out of Psionic Points to take damage with the carry over applies to hit point damage.
Mind Blast (Point Cost 6). Psionics can use their mental powers to focus an attack of psychic energy to attack other beings. The Psionic emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC intelligence saving throw or take 1D8+Sanity modifier Psychic damage and be stunned for a minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The abilities damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
The psionically endowed character determines how many disciplines he or she is able to exercise by use of the following table (one roll of percentile dice):
|Die Score||Number of Disciplines Minor||Major|
Once the number of disciplines possessed is known, the character determines by random die rolling which disciplines he or she knows. If the same one is indicated a second time, simply re-roll until a different one is indicated. Note that the employment of these powers costs psionic points. Click on the name of the devotion to learn more.
Table of Psionic Disciplines
|1D20||Minor Devotions||1D20||Major Devotions|
|1||Animal Telepathy||1||Astral Projection|
|2||Body Equilibrium||2||Aura Alteration|
|3||Body Weaponry||3||Body Control|
|4||Cell Adjustment||4||Dimension Door|
|7||Detection of Good/Evil||7||Etherealness|
|8||Detection of Magic||8||Mass Domination|
|16||Object Reading||16||Shape Alteration|
|18||Reduction||18||Mind Over Body|
|19||Sensitivity to Psychic Impressions||19||Roll again (or select one)
|20||Suspend Animation||20||Roll again( select one, or get two minors)|
Level of Mastery. Refers to the level of the character.