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.