Date: Tue, 21 Nov 1995 12:38:24 EST
From: Kenn Beane <[KBEANE 41] at [MAINE.MAINE.EDU]>
Newsgroups: rec.games.frp.dnd
Subject: S&P Psionicist Character Generation

Here's my version of the psionicist for S&P--let me know what you
think.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

45 CPs
   -5CPs/discipline--NOTE: I count all 6 disciplines and don't
    completely agree with TSR's elimination of metapsionics.

   -5CPs for contact         > These are all NWPs, but
                             > attack and defense modes
   -5CPs for attack modes    > are gained as per the
                             > old rules.
   -5CPs for defense modes   >

The player need -=NOT=- purchase all 6 disciplines, but may
not gain any new ones after character generation. In fact,
IMHO it's better that characters don'tgain access to all 6
disciplines. She can save excess CPs to purchase other ab-
ilities as outlined below. This system works best if the psi
chooses a maximum of 3-4 disciplines. Limiting the variety
of powers leads to more specialized characters and helps curb
munchkinism(see TWaTW for more information about the discip-
lines and psionicist kits).

Another reason for limiting the flexibility of psionicist
characters is what I call the "shadow factor." In most cam-
paigns--with DS possibly being the only exception(at least
among published settings)--psionicists are at best feared and
mistrusted, and at worst hunted and possibly killed. Therefore,
they must conceal their profession from most people. With this
system, the psionicist can use 'leftover' CPs to purchase some
of the abilities of a secondary class.

Although this can lead to serious munchkinism if not handled
carefully, it can also lead to better characterization and
roleplaying. For example, both of the rogue subclasses seem
to be natural choices to back-up and conceal the psionicist's
powers. Consider a thief with access to psychkinesis to aid
in lock- and pocket-picking, or psychometabolism used to defeat
traps and other obstacles. And practically everyone -=expects=-
bards to have 1 or 2 odd skills.

Combining psionics with any kind of magic is enough to make
any DM just a little nervous(can you say Sorcerer King ?B->),
but it also allows for the most concealability. Plus, altering
the character's spell and/or psionic progression(and access) is
--in all but the most extreme cases--enough to balance the power.
However, I would reccomend that the DM reserve the right to change
or even disallow certain combinations of powers during gameplay.
There is no way to forsee how things will go until the character
is in play. Among the warrior subclasses, the paladin and ranger
offer greater concealability potential, but with careful power
selection even the fighter's abilities can be passed off as chance,
accident, or even great skill.

The following is an example of a psionicist(thief):


Tianna grew up on the streets, surviving by her wits and any
other edge she could gain. Before long, she turned to thievery
to get by. It was only then that she discovered her true calling.

    Tianna's player decides on 3 disciplines: Psycho-
    metabolism(primary), Clairsentience, and Psycho-
    portation for a total of 15 CPs. She then pays 5
    CPs more for defense modes. This leaves her with
    25 CPs to purchase thief abilities. At 1st level,
    Tianna has access to 1 science, 3 devotions, and
    1 defense mode; she chooses:

        Discipline: Psychometabolism
        Science: Shadow Form
        Devotions: Body Equalibrium, Catfall, and
                   Ectoplasmic Form
        Defense Mode: Mind Blank

    With these powers, Tianna decides that she's well
    on her way to being the greatest thief her world
    has ever known. Her player selects the following
    thief abilities:*

        Climb Walls(5)
        Find/Remove Traps(10)
        Hide in Shadows(5)
        Move Silently(5)
        Open Locks(10)**

    * Tianna gains and distributes discretionary points
      as a bard.
    ** Tianna also gains 10 CPs for being human.

Tianna's weapon- and nonweapon proficiencies are handled as usual.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


--Kenn
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