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PSIONIC POWERS


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Psionic Ability +
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Psionic Powers +
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Attack Modes +
Defense Modes +
Psionic Disciplines +
Minor (Devotions) ^
Major (Sciences) ^
Psionic Combat +
Multiple Psionic Operations +
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Use of Psionic Powers +
Recovery of Psionic Strength Points +
Psionics
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PH

Psionic powers include attack modes,
defense modes,
and disciplines (the magic-like powers).
The number of each power is determined by further dice rolls;
attack/defense modes are selected by choice, disciplines by random selection.
 

Q: Should a character gain experience points just for using a psionic discipline or attack/defense mode?

A: No.
(78.20)
 

Attack Modes:
Roll percentile dice, and consult the following table:

        01-25    1 attack mode
        26-50    2 attack modes
        51-75    3 attack modes
        76-95    4 attack modes
        96-00    5 attack modes

Attack Range
Attack Modes Point Cost per Usage Short Medium Long Area of Effect
A. Psionic Blast 20 2" 4" 6" 1/2" base ,6" length, 2" terminus cone
B. Mind Thrust 4 3" 6" 9" 1 creature
C. Ego Whip 7 4" 8" 12" 1 creature
D. Id Insinuation 10 6" 12" 18" 2" x 2" area within range
E. Psychic Crush* 14 5" - - 1 creature

* User may use only defense mode G, Thought Shield.

Attacks in series add 50% to range for each psionic linked, i.e. 2=200% of
range, 3=250% of range, etc. Expenditure of double or treble points b yan
individual will double or treble range of attack modes B, C, or D.

Medium range attacks reduce damage by 20%, fractions rounded up.

Long range attacks reduce the attacker's effective total psionic strength by
one category (25 points) and reduce damage by 20%, fractions rounded
up. If the attacker is already in the 01-25 range, damage is
reduced 50%, fractions being dropped.
 

SA: Unless otherwise specified in a particular description,
no psionic attack mode or discipline can be employed while the user's mind is distracted or engaged in some other decision-making activity.

Psionic Blast is a wave of brain force, in effect much like "stunning news" to the mind.

Source: http://oldschoolpsionics.blogspot.ca/2010/11/psionic-attacks-on-non-psionics-psionic.html

It is costly in attack point expenditure, but it is the only psionic attack which can affect non-psionic creatures.
The attack is a cone-shaped wave of force 1/2" diameter at its source and 2" diameter at its terminus (6" distance).

Point Cost per Usage: 20
Range: 2" / 4" / 6"
Area of Effect:

Mind Thrust is a stabbing attack which seeks to short the synapses of the defender.

The attack is individual.

Source: http://oldschoolpsionics.blogspot.ca/2010/11/psionic-attacks-on-non-psionics-mind.html

Point Cost per Usage: 4
Range: 3" / 6" / 9"
Area of Effect:

Ego Whip attacks the ego, either by feelings of inferiority and worthlessness or by superiority && megalomania.

Source: http://oldschoolpsionics.blogspot.ca/2010/11/psionic-attacks-upon-non-psionics-ego.html

Source: http://oldschoolpsionics.blogspot.ca/2010/11/psionic-attacks-upon-non-psionics-ego.html

The attack affects but a single creature.
Point Cost per Usage: 7
Range: 4" / 8" / 12"
Area of Effect:

Id Insinuation seeks to loose the uncontrolled subconscious mind of the defender, pitting it against the super-ego.

The attack affects all psionically aware creatures in a 2" X 2"area within attack range.
Point Cost per Usage: 10
Range: 6" / 12" / 18"
Area of Effect:

Psychic Crush is a massive assault upon all neurons in the brain,
attempting to destroy all by a massive overload of signals.
This mode of attack affects but one defender.
If it is used the user may defend with only mode G, Thought Shield, or have no defense at all.

Source: http://oldschoolpsionics.blogspot.ca/2010_11_01_archive.html

Point Cost per Usage: 14
Range: 5" / - / -
Area of Effect:

Q: If a character is slain by psychic crush, can he be raised or resurrected?
Would he still then possess psionic abilities?

A: The character can be raised or resurrected, but all psionic abilities will be permanently lost.
(78.18)

Q: The Players Handbook states that thought shield is the only
defense against psychic crush, but the charts in the Dungeon Masters Guide contradict this.
Why?

A: Anyone who's confused on this point has misinterpreted the
statement in the PH. The psionic character employing psychic
crush as his attack mode can only use a thought shield defense,
or else must have no defense mode up at all. The character or
creature being attacked by psychic crush may use any defense
mode at his disposal.
(78.18)

Point Cost per Usage: This shows the number of psionic attack points of strength which the attacker must expend in using the attack mode.

Attack Range: This table shows the various distances at which the various attack modes will function.
Effects of attacks are reduced at medium and long ranges.
If all attack points are expended, or too few remain to use any attack mode listed, the creature may defend only.

Defense Modes:
Roll percentile dice and consult the following table:

        01-25    2 defense modes
        26-75    3 defense modes
        76-90    4 defense modes
        91-00    5 defense modes

Defense Mode Point Cost per Usage Area Protected
F. Mind Blank 1 Individual only
G. Thought Shield 2 Individual only
H. Mental Barrier 3 Individual only
I. Intellect Fortress 8 10'r. of individual
J. Tower of Iron Will 10 3'r. of individual

The individual must always have defense mode F. Others are optionally selected.

Mind Blank attempts to hide the mind from attack, making its parts unidentifiable.
Point Cost per Usage: 1
Area Protected: Individual only

Thought Shield cloaks the mind so as to hide first one part, then another.
This defense can be kept upat all times, unlike the others.
Point Cost per Usage: 2
Area Protected: Individual only
 

Q: If a psionic spell caster has a thought shield defense up while
casting a spell, would a psionic attack made against the character
cause the spell to be lost, or would the defense hold and allow
the spell to be cast to completion?

A: The spell casting will continue uninterrupted as long as the
thought shield defense holds out. If a physical attack takes place,
of course, the spell will be ruined; the same applies if the spell
caster is made subject to certain disciplines such as telekinesis,
body weaponry, and the like. If the defender runs out of defense
strength and takes damage from a psionic attack, this will also
ruin any spell the defender may have been casting at the time.
(78.18)
 

Q: What does the Players Handbook mean when it says that
thought shield can be kept up at all times, unlike other defenses?

A: Thought shield, like all psionic defense modes, may be activated
even when there is no psionic attack in progress against the
'defender'. However, thought shield is the only defense that
may be used when the character is engaged in active pursuits like
physical fighting, spell casting, escaping, etc. Once put into
operation, a thought shield does not require attention to continue
to be maintained -- but, by the same token, the user must
specifically declare his intention to "turn off" the shield when
deactivation is desired; otherwise, his defense points will keep
dwindling automatically.
(78.18)

Mental Barrier is a carefully built thought repetition wall which exposes only that small area.

Point Cost per Usage: 3
Area Protected: Individual only

Intellect Fortress is a defense which calls forth the powers of the ego and super-ego to stop attacks.

Point Cost per Usage: 8
Area Protected: 10' r. of individual

Tower of Iron Will relies only upon the super-ego to build an unassailable haven for the brain.

Point Cost per Usage: 10
Area Protected: 3' radius of individual

<check all of the jpg tables>

Point Cost per Usage: This shows the number of psionic defense points of strength which the attacker must expend to use the defense mode when under psionic attack.

Area Protected: If the defense mode has an area of protection beyond the individual,
it offers its defense, or the defense used by any individual within its radius, whichever is better.
Suppose 3 psionics are defending in a group;
the first puts up defense mode F, another I, and the third puts up J.
The first selects from defense modes F, I or J; the other two from either I or J,
whichever does the most efficient job of damage reduction.
Non-psionics in the area are given +2 by an Intellect Fortress, +6 by a Tower of Iron Will,
on saving throws versus Psionic Blast.
If all defense points are expended, the individual has NO defense and can be attacked on a special combat table which offers the possibility of stunning, mental wounding or crippling, and death as well as loss of psionic strength points.

PSlONlC DISCIPLINES
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):

Number of Disciplines
Die Score Minor Major
01-10 1 0
11-25 2 0
26-40 3 0
41-55 2 1
56-70 3 1
71-80 4 1
81-90 3 2
91-95 5 1
96-00 4 2

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.
Only a few ore excluded to certain classes. Only one discipline (minor) can immediately be gained,
with one additional discipline (all minor first) gained with the acquisition of each 2 additional levels of experience in the character's profession.

Note that the employment of these powers costs psionic strength points, the equivalent of 1 point each of attack and defense points.
 

Q: When a character acquires a psionic
discipline that uses a level of
mastery, is the effective level of
mastery equal to the character?s
current level?

A: No. When a character first acquires a
discipline, the level of mastery is level one,
the character?s experience level notwithstanding.
Thereafter, the level of mastery
increases each time the character gains a
new level.
(142.10)

ADQ: What happens if a psionic hobbit
fighter rolls eligibility to learn more than
3 disciplines? A 4th discipline cannot be
gained until 7th level -- a level which
hobbit fighters are incapable of attaining.
Is the hobbit's psionic growth
stunted just because he can no longer
advance as a fighter?
ADA: YES. However, if you (as DM) wish to
allow it, the next discipline may be gained
when the character's XP total indicates that
promotion would have occurred (though it
does not). This also solves the problem
of hobbits unable even to reach 5th level.
<revise with UA>
(Polyhedron #26)

ADQ: Do psionic disciplines come into
effect immediately? That is, could a
psionic character in melee with a fighter
probability travel away before the opponent
had a chance to strike?
ADA: Use of a psionic discipline takes 1
segment, so the psionic character in your
example might be able to escape via probability
travel, depending on the initiative
roll and the speed factor of the attacker's
weapon.
(Polyhedron #30)
 
 
 

SA: Unless otherwise specified in a particular description,
no psionic attack mode or discipline can be employed while the user's mind is distracted or engaged in some other decision-making activity.
 

Q: Do magical protection items (rings, stones, cloaks, scarabs,
etc.) affect saving throws vs. psionics?

A: If the description of the item in question specifically states that
it is effective "for saving throws versus all forms of attack" (as
with rings of protection), then the item's protection also applies
to psionic saving throws. If the item's description specifically
restricts the protection to saves vs. spell (as with a scarab of protection),
then psionic attacks are not affected. If no specific
statement is made, assume that saves vs. psionics are not affected,
and the protection only applies to magical attacks.
(78.20)
 

TABLE OF PSIONIC DISCIPLINES
[#] Minor (Devotions) (d12, d6) Major (Sciences) (d20)
1 Animal Telepathy Astral Projection
2 Body Equilibrium Aura Alteration
3 Body Weaponry (excludes magic-users) Body Control
4 Cell Adjustment Dimension Door
5 Clairaudience Etherealness
6 Clairvoyance Mass Domination (excludes thieves)
7 Detection of Good or Evil <make consistnet with actual title?> Mind Bar
8 Detection of Magic Molecular Manipulation
9 Domination (excludes thieves) Molecular Rearrangement
10 Empathy (excludes fighters) Probability Travel
11 ESP Telekinesis
12 Expansion (excludes clerics) Telempathic Projection (excludes fighters)
13 Hypnosis Telepathy
14 Invisibility Telepathic Projection
15 Levitation Teleportation
16 Mind Over Body <revise url?> Shape Alteration
17 Molecular Agitation Roll again (or select one*)
18 Object Reading (excludes thieves) Roll again (or get two minor ones*) 
19 Precognition -
20 Reduction (excludes clerics) -
21 Sensitivity to Psychic Impressions -
22 Suspend Animation -
23 Roll again (or select one*) -
24 Roll again (or select one*) -

* Consult your referee for his ruling on this.

The level of mastery of any discipline equals the level of experience of the character who possesses it unless otherwise specified.
 
 













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