[Q-1] Unnatural Psionics (Psi. Freq. -1)


Basic Psi-1 Information

The reverse of Psi1. It is considered "AntiPsionic" power. You MUST be insane to have Anti-Psionics.
 
PSI-1 CLASS: Anti-Psionic Strength = (Str+Dex+Con)/3*(level+9).
 
WILD TALENTS: Anti-Psionic Strength = 64+level+(Str+Dex+Con-36)*(exceptional+1)
where "exceptional" is the number of physical stats (Str, Dex, Con) of 16 or above.
 
Wild Talent Power Progression:
  Potential Number of:
Str+Dex+Con Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
ANTI-PSIONIC ENCHANTMENTS:
 
When you downgrade, you get (old SL-1)^2 spell levels which can be used only for spells of lower level (of at least SL 1).
e.g. a 9th level spell is converted to 64 spell levels (and can be used as eight 8th's, for example).
 
Spell Level: 2 3 4 5 6 7 8 9 10 11 12
Downgrade Cost: 1 2 4 8 16 32 64 128 256 512 1024

[Q-1] Unnatural Psionics (Psi. Freq. -1)


Anti-Psionic Rampart

ANTI-PSIONIC RAMPART UPON NON-UNNATURAL PSIONIC CREATURE (20 attack points)
 
Str+Dex Save Immune Untarg Immov Zombie Taunt Euphor
0-5 19 01-55 56-75 76-91 92-97 98-99 00
6-10 17 01-45 46-63 64-78 79-93 94-97 98-00
11-15 15 01-36 37-52 53-65 66-88 89-94 95-00
16-20 13 01-28 29-42 43-54 55-82 83-90 91-00
21-25 11 01-21 22-33 34-43 44-75 76-85 86-00
26-30 9 01-15 16-25 26-34 35-67 68-79 80-00
31-35 7 01-10 11-18 19-25 26-58 59-72 73-00
36-40 5 01-06 07-12 13-18 19-48 49-64 65-00
41-45 3 01-03 04-07 08-11 12-37 38-55 56-00
46+ 1 01 02-03 04-06 07-25 26-45 46-00
 
Immune: Creature cannot be affected by or use psionics for 1d6 weeks. Can still use anti-psionics.
Untarg: Creature cannot be targetted by psionics (friendly or not) for 1d8 days. Range 0 effects still work.
Immov: Creature is immovable by all means (flight, walking, teleporting, etc.) for 1d12 hours. He cannot make Dex checks or make any saving throw that gives a Dex bonus.
Zombie: Creature can use actions only to do the things he did last segment for 1d20 turns.
Taunt: Creature is Taunted (as per the Kender ability) to the Psionic Rampart attacking player for 1d30 minutes.
Euphor: Creature is euphoric and cannot harm another person (as if he was a Cavalier at negative hp) for 1d100 rounds.

[Q-1] Unnatural Psionics (Psi. Freq. -1)


Psi-1 Minor Powers

MINOR POWERS Cost Notes
Body Fluidity 1/r +level saves; +level TH with weapons
Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Clairnasience 5/r 40' range per level
Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Detection of Anti-Magic 3/r Detect Anti-Magic
Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Object Writing 1/r Item must make item saving throw or destroyed
Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)

Psi-1 Major Powers

MAJOR POWERS Cost Notes
Dimensional Folding 25 Dimensional Folding (as spell)
Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Inverse Astral Projection 10/t Inverse Astral Projection
Inverse Magic Jar 20/r Another being can use your body
Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)

[Q-1] Unnatural Psionics (Psi. Freq. -1)


Psi-1 Grand Powers

GRAND POWERS Cost Notes
Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Endowment 100 Give someone else (who is insane) Psi-1
Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Quick Physical Acceleration 35/r +1 QP action
Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Swing Acceleration 35/r +1 S action

Psi-1 Super Powers

SUPER POWERS Cost Notes
Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Villain Element 600 Casts any one 1st level Villain spell