From: [j--a--n] at [nslsilus.org] (Aardy R. DeVarque)
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: AD&D: CharPoints for Psionics
Followup-To: rec.games.frp.misc
Date: 20 Aug 1995 12:52:48 -0400

This article is intended for use with the new psionics system presented in 
the Player's Option: Skills and Powers book.  It is meant to allow psionicist 
characters to be created using the new character point system introduced in 
that book.  Players and DMs need a copy Skills and Powers to use the material 
below, since this article does not list the Psionicist experience point 
table, THAC0 advancement chart, or any other material found in that book, 
except where such information is listed differently using the system below 
than as presented in Skills and Powers.
   Comments, criticisms, 
suggestions, etc. are welcome, and should be directed to: 

Karl Garrison

[Karlos G] at [msn.com]

Disclaimer: Player's Option and DM are registered 
trademarks of TSR, Inc., and have been used without permission.  Any other 
trademarks in the article below have been used unintentionally, and such use 
should not be regarded as a challenge to such status.



---------------------------------------------------------

   Psionicists 
recieve 30 character points with which to
purchase class abilities.  Any 
unspent points may be used
to by nonweapon proficiencies and traits, or may 
be saved
for use later during play.
   A standard psionicist spends his 
points to acquire the
following abilities: base PSPs (5), enchantment/charm

resistance (10), and followers (5).


---------------------------------------------------------


 - Armored 
psionicist (15): A psionicist may use his powers while wearing the armor of 
his choice.

 - Base PSPs (15/25): The psionicist begins play with 15 PSPs, 
plus any bonuses points due to high ability scores (see Table 74 in Skills 
and Powers).  If this is purchased as a 25-point ability, this base amount 
increases to 25.

 - Combat bonus (10): A psionicist attacks using the 
priest THAC0 chart.

 - Enchantment/charm resistance (10): The psionicist 
gains a +2 to all saving throws vs. enchantment/charm spells.

 - 
Discipline Focus (10): The psionicists gains a +2 bonus to his MTHAC0 rolls 
when using powers in his primary discipline.

 - Extra attack mode (10): A 
psionicist may begin play with once extra attack mode.  He will always have 
one more than a psionicist of the same level would normally have (up to a 
maximum of 5).

 - Extra defense mode (5): A psionicist may begin play with 
once extra defense mode.  He will always have one more than a psionicist of 
the same level would normally have (up to a maximum of 5).

 - Followers 
(5/10): The psionicist may gain followers at 9th-level, as described in 
Skills and Powers.  If this is chosen as a 10 point ability, he may gain 
followers at any level, provided that he has build a sanctuary.

 - Hit 
point bonus (10): The psionicist rolls 1d8 to determine hit points rather 
than 1d6.

 - Psionicist generalist (15): The psionicist has no major 
discipline, and may choose from two disciplines at first level.  He will 
always have access to one more discipline than a psionicist of equal level 
(up to a maximim of five).  Since he has no major discipline, he may gain 
sciences and devotions in any discipline he knows without the usual 
restrictions (see p. 154 in skills and Powers).

 - Warrior hit point bonus 
(5): The psionicist may gain the hit point benefits of an exceptional 
Constitution/Fitness score as if he were a warrior (as opposed to a miximum 
of +2 to his hit die rolls).

 - Weapon specialization (15): The psionicist 
may specialize in a particular weapon.  The character point cost must be met 
in addition.


Optional Restrictions:

 - Discipline penalty (5/15): The 
psionicist has a -1 penalty to his MTHAC0 roll when using powers that do not 
belong to his primary discipline.  If this is chosen as a 15-point 
restriction, then he also may not learn any sciences outside of his major 
discipline (devotions may be learned normally, however).

 - Limited 
magical item use (5+): The psionicist disdains and distrusts magical items, 
preferring the powers of the mind, and refuses to use certain categories of 
magical items.  For each category that is barred to him he gains 5 character 
points.  The categories are: potions, oils, and scrolls; rings, rods, staves, 
and wands; miscellaneous magical items; weapons and armor.

 - No armor 
(5): The psionicist may not wear armor.  He still may use shields normally.




Psionicists and Subabilities:

   Psionicists with high scores in 
Wisdom, Constitution, and Intelligence gain certian benefits, such as bonuses 
to their PSPs, better MAC and MTHAC0s, etc.  If the optional subability 
system is used, then use the Willpower subability in place of Wisdom, Health 
in place of Constitution, and Reason in place of Intellegence.  These three 
substats may also be used to determine the chance that a chatacter of another 
class is a wild talent.


Character Points and Wild Talents:

   A 
character may become a wild talent by spending racial character points to 
gain a psionic wild talent.  This means that characters develop their psionic 
talents at the expense of other racial abilities.  The base cost is listed on 
Table 1 below:


Table 1: Character Point Costs for Wild Talents

Type 
of Character        Cost*

Human                    10
Human Crossbreed**  
     15
Nonhuman                 20
Wizard or Priest         20

* This 
may be reduced if the character has a high percent chance to become a wild 
talent.  If this chance is 5% or more, then the character point cost drops by 
5 points.  The penalty for wizards, priests, and nonhumans does not apply 
here.  The cost may not be reduced below 10 character points.

** Half-elf, 
half-orc or half-ogre


   If more than one category applies, then use the 
most expensive category.  Note that certain race/class combinations (such as 
a human mage) will not have enough points to purchase a wild talent, and may 
only have them if they roll for them using the normal rules.
   If a 
character does not choose this ability, then he still is allowed to roll to 
see if he is a wild talent, as per the normal rules.  Note that players may 
only make this roll *after* they decide not to buy a wild talent using 
character points.


Character Points and Psionicist Nonweapon 
Proficiencies

   The psionicist gains 6 character points to spend on 
nonweapon proficiencies, and he may choose these from the General and 
Psionicist groups at normal cost.  He may gain extra character points due to 
a high reason score, or by selecting disadvantages like any other character.

   The proficiencies below are unique to the psionics chapter in Skills and 
Powers, and are presented here in standard Skills and Powers format.  Refer 
to the Skills and Powers book for descriptions.


Proficiency         Cost 
   Initial Rating    Ability

Contact              3             8          
Wisdom/Willpower

Harness Subconscous  4             5          
Wisdom/Willpower, 
                                              
Constitution/Health

Meditative Focus     3             7          
Wisdom/Willpower,
                                              
Intellegence/Reason

Rejuvenation         3             6          
Wisdom/Willpower


Psionicists and Weapon Proficiencies

   Psionicists 
gain 6 character points with which to purchase weapon proficiencies.  The 
costs in character points for a psionicist are listed below:

 - Psionicist 
gaining proficiency in a psionicist weapon: 3

 - Psionicist gaining 
proficiency in a thief or priest weapon: 4

 - Psionicist gaining 
proficiency in a warrior weapon: 5

 - Designating a weapon of choice: 2


 - Gaining expertise with a weapon: 4*

 - Gaining weapon specialization 
with a weapon: 8**

* If the weapon is already a weapon of choice for the 
psionicist, then the cost is one point less.

** This assumes that the 
psionicist has chosen the "weapon specialization" ability, and is at least 
7th level.

Psionicist fighting styles: one-handed weapon, weapon and 
shield, mussle, and thrown-weapon.