[X1] Immortals Rules


[X1.1] Multipliers

Each creature and object has a single "multiplier" rating indicating it's level of power.
Typical ranges of levels/ability scores for multipliers are given below.
 
Mult. Title Typical
Level
Typical
Ability Scores
Notes
x0 Soulless 0 0-2 Animals, Insects, "Barney'd" Gods
x1 Normal 0-36 3-49 Normal characters
x2 Hero 37-72 50-74 Concordant / Epic characters; weak Immortals
x3 Demigod 73-108 75-99 weak Gods
x4 Lesser God 108-144 100-124
x5 Intermediate God 145-180 125-149
x6 Greater God 181-216 150-174
x7 Former Ruler 217-252 175-199
x8 Ruler of Pantheon 253-288 200-224
x9 Creator of Universe 289-324 225-249 Created his "universe" (crystal sphere or plane)
x10-19 Ultraplanar 325-684 250-499 Int. Spheres x10, Cows x11, Bulls x12
x20-22 Originator 685-792 500-549

[X1] Immortals Rules


[X1.2] Assumptions

This is a listing of assumptions under which we operate with these rules. It is irrelevant whether or not your character has all of the properties given below, it is just to give a feel as to when "normal" Collective rules should be abandoned and these rules take precedence (decided by the DM).
If these rules are adopted, *all* PCs are assumed to somehow have these properties, regardless of whether or not they can individually generate them.
 
1. Immune to all x0 and x1 multiplier effects. Immune to 0th-10th Spell Level effects of any multiplier.
2. Infinite hit points. Immortal combat uses "Immortal hit points" (ihp) as defined in [XC3].
3. Infinite damage. Damage based on hit points is ignored. Such combat does actually occur, but has no real effect in the grand scheme of things, as the Immortal is assumed to have been immune or instantly recovered.
4. Permanent Lady's Smile. There are still die rolls, however, as this effect is not powerful enough for these rules.
5. Negative infinite Armor Class. Not used with these rules anyway.
6. Continuous (or as a 0 action) Reset every segment. Does not apply to Immortal powers.
7. Continuous (or as a 0 action) Mental Fury every segment. Again, does not apply to Immortal powers.
8. 36th level in every non-Concordant class, with multiples if desired. This costs 0 XP under these rules.
9. Immunity to Crapped, Set, Slain, Annihilated, Erased Truename, Down a Hole, Time Erased, Zero MF, etc.
10. Every Normal/Superior/Ultra Familiar. The effects of these are ignored, even those that affect Concordant classes and multipliers. They are simply too easy to destroy/remove under these rules to be effective.
11. Can use an infinite number of actions each (normal game) segment. All non-Immortal actions (the old M, P, V, F, O, and S action system) are 0 actions under this system.
12. Infinite (and at same time evade) all forms of normal and irreducible BlahR (MR, PsiR, etc.), except GR (the only one used in these rules). Sources of GR that do not come from these rules do not function.
 
As a basic rule of thumb: If the effect you are generating is 10th Spell Level or less, comes from a x0/x1 source, or comes from a non-Concordant class, the effect does absolutely nothing under these rules. You can still use them, and they actually do have a (visual) effect, but the Immortal opponent is assumed to have recovered instantly (at no cost) or he was simply immune.

[X1] Immortals Rules


[X1.3] How to Create an Immortal Player Character

Reference the following sections to create an immortal character. If you are converting a "normal" Collective character to this system, you can skip steps 8, 9 and 10.
 
1. [X1.4] Immortal Ability Scores
2. [X1.5] Immortal Races
3. [X1.6] Class(es)
4. [X1.7] Maximum Spell Level and Number of Powers for each of the 6 power types.
5. [X2] Power Lists
6. [X1.8] Immortal Hit Points
7. [X1.8] Immortal Saves
8. [A1] Alignment
9. [P1.14] "normal" Magic/Psionic Items, see also [X1.21] Artifacts/Relics/Omens
10. [P1.19] Last check and Name
 
The following "normal" aspects of character creation are not used:
Age, Weapon/Nonweapon Proficiencies*, Martial Arts, Kits*, Normal Equipment, Spellbooks, THAC0, AC.
(* means these theoretically exist but are not developed here)

[X1] Immortals Rules


[X1.4] Immortal Ability Scores

Instead of numeric ratings, each of the six ability scores is given a multiplier rating such as x2.
For Concordant characters, you start with x2 in all ability scores. Godly characters start with xN in all ability scores, where N is the multiplier of the class they are in (i.e., N=3 for the Demigod class).
You can then do "1 for 1" trading as you like, stats cannot go below x0; above x9 is expensive (see below).
Regardless of what class you are, you get 1 "ability score multiplier point" (hereafter written as +x1) per 6 levels of the highest class in your current multiplier.
Multipliers above x9 each cost 10 multiplier points, unless you are located in the Ultraplanes (this is why the gods had a huge war over the Ultraplanes after the x14 Gun destroyed the Ultraplanar Beings for a short time).
If you are modifying a "normal" PC, try to make your ability scores seem similar to the original feel of the character, using the criteria below. It is not important to have a high Int if the normal version of your character has a high Int; the idea here is to partially capture "what the character does".
 
STRENGTH modifies Warrior-like abilities [X1.11] and also affects your Immortal Damage [X1.8].
DEXTERITY modifies Rogue-like abilities [X1.14] and also affects your Physical Saving Throws [X1.8].
CONSTITUTION modifies Physical Psionics [X1.15] and also affects your Immortal Hit Points [X1.8].
INTELLIGENCE modifies Wizard-like abilities [X1.12] and also affects the number of spells you can have running.
WISDOM modifies Priest-like abilities [X1.13] and also affects your Mental Saving Throws [X1.8].
CHARISMA modifies Mental Psionics [X1.16] and also affects Spheres of Influence/Followers (not covered here).
 
If this is a new character, take the final multiplier for each ability score and multiply it by 25. Then apply 36 stat points anywhere. This is your "normal" ability score (for purposes of translating back to the normal game).
There are no subability scores. Astral Projection (and it's inverse) does not affect Immortal stats.

[X1] Immortals Rules


[X1.5] Immortal Races

Most Immortals are the "normal race", which covers almost every normal Collective race and has no modifiers.
XP Divisor does not go away with high level, unlike the normal Collective.
 
Race Str Dex Con Int Wis Chr ihp iTH PhysSave MentSave XP Div
Absorb Planet Particle -x2 -x2 -x1 +x2 +x2 +x1 -1 -15 -2 +2 ÷2
Blue Bugbear +x2 +x1 +x1 -x1 -x2 -x1 +1 +15 +2 -2 ÷1.5
Bug, Land of Black Ice +x1 +x1 0 -x1 0 -x1 -1 +10 +1 -1 ÷1
Giant Space Hamster +x1 +x1 +x1 -x2 -x1 0 +1 +10 +1 -2 ÷1
Int Sphere/Annihilation 0 +x2 0 -x1 0 -x1 0 0 0 -1 ÷1
Kobold -x1 +x1 0 -x1 0 -x1 -2 -5 0 -1 ÷0.9
MachiGolem of Skarn3 +x1 +x1 +x1 +x1 -x2 -x2 +2 +5 +1 -2 ÷1
Mediator -x1 -x2 +x1 +x2 -x1 +x1 +3 -10 +2 +1 ÷1.5
Nevet (Species 8472A) 0 -x1 -x2 +x1 +x1 +x1 0 0 -1 0 ÷1
Normal Collective Race 0 0 0 0 0 0 0 0 0 0 ÷1

[X1] Immortals Rules


[X1.6] Immortal Classes

Req is Ability Score Requirements; you must have at least a x2 in each of the relevant ability scores.
ihp, "iTH", "P Save", "M Save" are modifiers to Immortal Hit Points, To Hit, Physical Saves, and Mental Saves.
War, "Rog", "PPsi", "Wiz", "Pri", and "MPsi" modify [X1.7] Max Spell Level. Note they are in stat order.
XP amounts are in millions (MXP).
 
Class Avang Bug Clr-Ele Dr-Tyr Hero Imm0 Legnd Lich Pawn Psi7P Psi7M Sentin Villain
Req KIC SD KW SKI SI none SDKIW IWC none K C WC DI
ihp +2 -1 +4 +3 +3 0 +2 -1 -2 +1 -1 0 -3
iTH -10 +10 +10 +20 0 0 +10 -10 -10 +10 -10 0 +20
P Save +2 +2 +1 +1 +1 0 0 -1 -2 +2 -2 +1 -1
M Save +2 -1 +2 0 +1 0 0 +1 -3 -2 +2 +1 -2
Source DSDK DM DSDK DSDK DM 0D&D DM DM DM DM DM Sentin DMR#?
War -1 +1 0 +1 0 0 +1 -1 0 0 -1 0 -1
Rog -1 +1 0 -1 0 0 +1 +1 0 0 -1 -1 +1
PPsi +1 +1 +1 +1 -1 0 0 -1 0 +2 0 -1 0
Wiz +1 -1 0 +1 0 0 +1 +2 -1 -1 0 0 0
Pri +1 -1 +1 -1 +1 0 0 +1 +1 -1 0 +1 -1
MPsi 0 0 -1 0 0 0 -1 -1 -1 0 +2 0 +1
1 3.5 0 2.925 3.3 0 3 0 3.6 0 0 0 2 0
2 4 6 3.150 3.6 1 3.25 1 4.2 1 0.7 7 3 1
3 4.5 12 3.375 3.9 2 3.5 3 5.4 2 2.1 14 6 2
4 5 18 3.6 4.2 4 3.75 6 7.8 3 4.2 21 9 3
5 5.5 24 3.825 4.5 8 4 10 12.6 4 7 28 12 5
6 6 30 4.05 4.8 12 4.5 15 22.2 5 14 35 15 8
7 6.5 36 4.275 5.1 16 5 21 31.8 6 21 41 18 13
8 7 42 4.5 5.4 20 6 28 41.4 7 28 47 21 18
9 7.5 48 4.725 5.7 24 7 36 60.6 9 35 53 24 23
10 8 54 4.95 6 28 8 44 66.6 11 42 59 27 28
11 8.5 60 5.175 6.3 32 9 52 72.6 13 49 65 30 33
12 9 66 5.4 6.6 36 10 60 78.6 15 56 70 33 38
13 9.5 72 5.625 6.9 40 12 68 84.6 17 63 75 36 43
14 10 78 5.85 7.2 44 14 76 90.6 19 70 80 39 48
15 10.5 84 6.075 7.5 48 16 84 96.6 21 77 85 42 53
16 11 90 6.3 7.8 52 18 92 102.6 23 84 90 45 58
17 12 96 8 9 56 20 100 108.6 25 91 94 48 63
18 14 102 10 11 60 22 108 114.6 28 98 98 51 68
19 17 108 13 14 64 25 116 120.6 31 105 102 54 73
20 21 114 17 18 68 30 124 126.6 34 112 106 57 78
21 26 120 22 23 72 35 132 132.6 37 119 110 60 83
22 32 126 28 29 76 40 140 138.6 40 126 113 63 88
23 39 132 35 36 80 45 148 144.6 43 133 116 66 93
24 47 138 43 44 84 50 156 150.6 46 140 119 69 98
25 56 144 52 53 88 55 164 156.6 49 147 122 72 103
26 66 150 62 63 92 60 172 162.6 52 154 125 75 108
27 77 156 73 74 96 70 180 168.6 56 161 127 78 113
28 89 162 85 86 100 80 186 174.6 60 168 129 81 118
29 102 168 98 99 104 90 192 180.6 64 175 131 84 123
30 116 174 112 113 108 100 198 186.6 68 182 133 87 128
31 131 180 127 128 112 110 204 192.6 72 189 135 90 133
32 147 186 143 144 116 120 212 198.6 76 196 136 93 138
33 164 192 160 161 120 130 220 204.6 80 203 137 96 143
34 182 198 178 179 124 140 228 210.6 84 210 138 99 148
35 201 204 197 198 128 150 236 216.6 88 217 139 102 153
36 221 210 217 218 132 160 244 222.6 93 224 140 105 158
 
GODLY CLASSES
 
There is 1 class for each multiplier starting at x3. You must be 36th level in a class of the previous multiplier before you can advance to the next one. The XP requirements for each is 0 at level 1, then (Mult)x(Mult)x100 MXP per level thereafter; e.g. the x5 Godly class "Intermediate God" requires 2500 MXP per level.
They provide no adjustments, as they are the "simplest" class for each multiplier (similar to Imm0). Non-standard classes have existed (the x3 "Mortal-Hunter" class I mentioned once) like those for x2, but are fairly rare.

[X1] Immortals Rules


[X1.7] Maximum Spell Level and Number of Powers

As mentioned before, each of the 6 ability scores matches up with a group of powers, as follows:
STRENGTH modifies Warrior-like abilities [X1.11] and also affects your Immortal Damage [X1.8].
DEXTERITY modifies Rogue-like abilities [X1.14] and also affects your Physical Saving Throws [X1.8].
CONSTITUTION modifies Physical Psionics [X1.15] and also affects your Immortal Hit Points [X1.8].
INTELLIGENCE modifies Wizard-like abilities [X1.12] and also affects the number of spells you can have running.
WISDOM modifies Priest-like abilities [X1.13] and also affects your Mental Saving Throws [X1.8].
CHARISMA modifies Mental Psionics [X1.16] and also affects Spheres of Influence/Followers (not covered here).
 
For all 6 of the groups of powers (even the ones you seem weak in), and for each class, calculate the following:
 
Max Spell Level = 10 + (Relevant Ability Score) + (Class Modifier) with a minimum of 9 + (Your Multiplier), which you have an infinite number of powers of that level.
Number of Powers of that Level = (Experience Level in that Class) - (Spell Level) + 10 + (That Class's Multiplier) with a minimum of 1. By "That Class's Multiplier", I mean 2 for any Concordant, and N for Godly classes.
Then, for each spell level below that Spell Level, double the Number of Powers (e.g. if you have six 14th level powers, you would have twelve 13th level powers). When you get to Spell Level lower than 10+(Your Multiplier), then number of powers is infinite (e.g. all x2 beings have an infinite number of 11th level and lower powers).
 
Maximum number of effects running that last 1 turn = (Your Multiplier) x (Your Int). This is usually a low number.

[X1] Immortals Rules


[X1.8] Immortal Combat System

IMMORTAL HIT POINTS
ihp = (Level in Highest Multiplier Class) x (Con)
with a minimum of 1.
Each ihp is assumed to be an infinite number of hp's.
They are not healed by non-Concordant effects such as Heal or Reset, of course.
Note that ihp's are not based on your multiplier, so (for example) low level Intermediate Gods have few ihp's.
ihp's are identical to normal hp's for consciousness:
0 ihp = Alive but can't be offensive
-1 to -10 ihp = Unconscious, lose 1 ihp per round
-11 ihp and below = Dead on this plane for (-ihp-10) yrs
IMMORTAL DAMAGE
As 1G action, you can make a "Godly attack". This is a gross physical attack that damages ihp's.
This attack affects 1 target. There is no saving throw.
If used on a Mortal, apply 1 effect from step 9 of [X1.2] per point of damage.
idmg = (1d100 TH roll, adjusted by Race, Class, and Weapon) / 100 x (You or Your Weapon's Multiplier) x (Str)
rounded down, with a minimum of 0 damage.
The TH roll can be adjusted over 100, allowing you to do above "maximum" normal damage.
IMMORTAL SAVES AND GR
For any effect other than Godly attacks, you may first make a GR roll.
Reducible GR is adjusted 25% based on the difference in you and the opponents' multipliers.
If you make the GR roll, the part of the spell/effect that affects you is ignored.
There are 2 save categories: "P Save" (vs. War/Rog/PPsi) and "M Save" (vs. Wiz/Pri/MPsi).
Roll a d20, what you need to save = the spell level of the effect.
P Saves have an adjustment of Str+Dex*2+Con-10.
M Saves have an adjustment of Int+Wis*2+Chr-10.
Saves are also adjusted by Race, Class, and items. They are *not* adjusted by level either up or down.
A natural 20 automatically saves, a natural 1 automatically misses.
IMMORTAL COMBAT SYSTEM
1 segment per round, the "PC side" then the "MPC side".
Each character gets 1G (Godly) action per round and any number of non-Concordant actions per round.
You can make an attack ("Immortal Damage" above), cast a spell of one of 6 Power types, or use an Artifact/Relic/Omen.

[X2] Immortal Powers


There is a Mortals version of this frequency for x0 or x1 beings, which will be [Q7] (without the "X").
Wild-talenting in that frequency can generate (for a x0 or x1 being) a G Action for use with these rules.
These spells assume a SL=1 through SL=9 "Godly spell" system. If using translated SL's (SL's are 10+), subtract 10 from all SL's (i.e. replace SL with SL-10).

[X2.1] Immortal Powers

Name Type Effect
aG Resistance Str +SL% xaGR [cont.]
Deflection/Parry Str +SL iAC [cont.]
G Resistance Str +SL% xGR [cont.]
Great Attack Str Do a melee attack at +SL*2 iTH
ImmuneSteal Str Immune to Action/Memory/Other Stealing
Lady's Smile Str Choose next die roll
PSave Bonus Str +SL to PSaves [cont.]
Regeneration Str You regenerate at SL ihp/r and don't die until at -10-SL ihp [cont.]
Speed Str Can make two melee attacks per action [cont.]
Strength Str +(SL+1)/2 to iStr [cont.]
TH/dmg Bonus Str +SL iTH [cont.]
Whirling Attack Str All opponents in area take SL^2 idmg (P Save for 0).
X Resistance Str +SL% xXR [cont.]
Acrobat Dex Roll SL extra d20 dice when making a PSave and choose best result [cont.]
Assassin Dex 1 target set to 0 ihp, must make SL PSaves to avoid.
aX Resistance Dex +SL% xaXR [cont.]
Bard Dex Completely Identify (including stats) up to SL Monsters/Artifacts
Dexterity Dex +(SL+1)/2 to iDex [cont.]
Escape Dex You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies
Melee Evasion Dex -SL idmg per melee attack [cont.]
Monk Dex Saves for ˝ are instead for 0 for 1 turn.
Sniper Dex Get +SL to next iTH roll
Stealth Master Dex +SL*5% xGR only versus SL=1 effects
Thief Dex Pick (take) Artifact from 1 target's possession, must make SL PSaves to avoid.
Tinker Dex Merge up to SL artifacts together or add SL^3/100 MXP to an item permanently
XR Evasion Dex -SL% xXR to one target (no save)
Jester Dex 1 target can do nothing, you can only melee attack (opponent makes SL PSaves)
Bio Slaughter Con +SL among iTH, idmg, or ihp for 1 turn.
Constitution Con +(SL+1)/2 to iCon [cont.]
Detonate Con Destroy an artifact or do (SL-2)^2 idmg to (SL-2) targets (no save).
Energy Control Con The next damaging spell of SL or less that hits you is countered within 1 turn.
Inertial Barrier Con Ignore the first melee attack from each creature for 1 turn.
Infinikinetic Drain Con 1 target takes (SL+1)^2 idmg (PSave for 1/2, if made then PSave again for 0).
Legend Delay Con Target loses next SL segments of actions (MSave)
Legend Disable Con Disable all non-Conc classes 800'r
Legend Drain Con Target loses Worship Points as if he cast a SL spell (no save)
Legend Locate Con Locate Person/Obj at any point in time
Legend Speed Con Pick a spell. That spell costs only ˝G action to use.
Lowered Power Con All spell levels of SL>(10-SL) are lowered to 10-SL for 1 turn
Pawning Life Con 0, eat Pawn: Heal all ihp & restore SL spells. Limit of 1 per turn.
Planar Change Con Target's home plane becomes this one, SL PSaves to avoid.
Technobauble Con Imbue SL spells into an item (acts as Spell Storing), only 1 item per person.
Thought: Lack of Con +SL among Str/Dex/Con, -SL among Int/Wis/Chr (must lower if can, min 0), for 1 turn.
Abjuration Int SL^2 ihp Armor spell
Alteration Int 1 target rerolls Str, Dex, Con using 1dSL-1, lasts for 1 turn, make MSave if unwilling
Annoying Hench Int You have an ANNOYING HENCHMAN of half your level who always ESCAPES, causes trouble
Ask DM Int You suddenly see the FALLACY in your MASTER PLAN and can ask the DM a question
Chronomancy Int Starting next round, you get +1G action per round for SL rounds
Contact Alternate Int Contacts an Alternate Multiverse
Dispel I Int Dispel a currently running effect
Endless Horde Int ENDLESS HORDE OF CANNON FODDER (mortal creatures)
Energy Drain Int Target loses SL levels (make SL MSaves, each missed save is 1 level)
Evocation Int Any number of targets take (SL-1)^2 idmg (MSave for ˝)
Giant Robot Int Create a GIANT ROBOT (a DL 10 Golem)
Illusion Int SLx10% chance that a melee attack automatically misses (roll per attack) [cont.]
Incantatrix Int 1 target loses SL of his remaining spells, you gain those spells, MSave to avoid
Intelligence Int +(SL+1)/2 to iInt [cont.]
Invocation Int 1 target takes SL^2 idmg (MSave for ˝)
Lend Godly Int Lose a G action: Target gains 1G action
Lich Touch Int +SL idmg per melee attack
Lich XP Int +SL KXP
Life Trapping Int Target makes (10-SL) MSaves, if makes any of them he is not life trapped
Mesmerising Int 1 target loses his next G action, make SL MSaves to avoid
Metamagic I Int Transfer SL spells of any level from 1 base (MSave/PSave, GR/XR/aGR/aXR) to other
Necromancy Int 1 target loses SL ihp which cannot be healed by any means for 1 turn (no save)
Numbers Int Modify 1 Immortal die roll (doesn't have to be yours) by +/-SL per round [cont.]
Summoning I Int Summon SL (DL 10) beings to fight for you
Tempromancy Int Everyone now get +1G actions per round for SL rounds, can't be dropped.
Thaumaturgy Int +SLx5% xGR for 1 turn.
Thought I Int Your next spell (if cast within this turn) gets +SL to it's SL.
Transmutation Int 1 target randomly changes race for 1 turn (will be bizarre), make SL MSaves
Wild Magic I Int Cast a randomly rolled (SL+2) level spell on this table
All Wis Create 1 Avatar of you for SL turns, if destroyed, you are not banned from plane
Animal/Plant Wis Grant a non-immortal being +SL ihp for 1 turn
Anti-Magic Wis All spells of (SL-1) or lower in area cannot be (choose one): Cast or Maintained
Charm Wis Target must make SL MSaves or adds a 1st level Pawn class
Combat Wis 1 target has +SL on Saves; +SL on iTH roll for 1 turn
Creation Wis Create a random 1st level concordant being
Healing Wis Cures SL^2 ihp divided among any # of targets, can be reversed but MSave for 0.
Innates Wis Cast a (SL-2) level "Dex" based spell
Luck/Fate Wis Can declare an "incredible" coincidence, higher SL is higher chance of success
Metamagic II Wis Lose SL spells; gain SL/2 (round down) spells of 1 higher spell level
Psionics Wis Cast a (SL-2) level "Chr" based spell
Radiation Wis Cast a (SL-2) level "Con" based spell
Summoning II Wis Summon SL (randomly rolled concordant beings) to fight for you for 1 turn
Sun Wis Any number of targets take SL^2 idmg (MSave for 0)
Technology Wis Add SL^2/100 item MXP to an item permanently
Thought II Wis +SL stat points distributed among Int, Wis, Chr for 1 turn
Time Wis Cast as 0 action: Use 1 G action, lose (11-SL) r of actions of all types (even Mortal & 0)
Undead Wis Effects that strike you from a Lich character lose SL to their spell level for 1 turn
War Wis Cast a (SL-2) level "Str" based spell
Wards Wis Choose a spell when cast. You are completely immune to that spell for 1 turn.
Weather Wis 1 target takes (SL-1)^2 dmg, no saving throw.
Wild Magic II Wis Cast SL randomly rolled (SL=3) level spells on this table
Wisdom Wis +(SL+1)/2 to iWis [cont.]
Acceleration Chr +1G actions /r for SL turns, lose SL MXP at end of spell.
Annihilation Blast Chr 1 target makes (10-SL) MSaves, if makes any he is not killed.
Cell Adjustment Chr Cures or Causes SL*5-4 ihp divided among any # of targets (MSave 1/2).
Charisma Chr +(SL+1)/2 to iChr [cont.]
Disbelieve Other Chr Immune to and cannot affect 1 target (who can make SL MSaves to ignore).
Dispel II Chr Dispel all effects on one target (MSave for each)
Ego Shield Chr +SL*2 save points vs. MSaves, can spend after roll, use within 1 turn.
Fast Cast Chr Cast SL "Chr" based (SL=1) spells
GR Evasion Chr -SL% xGR to one target (no save)
Null Void Chr +SL*2% xGR for 1 turn
Pawning Chr Target becomes a Pawn (must be willing)
Raw Logrus Chr Casts SL random spells in area, affects all in area.
Scty: Blockade Chr Pick a stat. All spells <SL of that stat in area are countered. Lasts for 1 turn.
Ultraplanar Blast Chr Area effect: All make SL MSaves, each missed save is -1 random ability score

[X3] Cheat Codes


There exists a special "pick" for each player, which (generally) stays the same from campaign to campaign.
Theses "Cheat Codes" / "Player Picks" (as of June 2007) are as follows:
 
Player Pick
Don (NPCs) Free instance of "Beast of Xvim" racial adjective: bite to Put Out of Misery (slain), Put Really Out of Misery (Slain), Capital R Remove
Jason Gets to act twice per segment once per round.
John Can use a rule or concept that is currently Banhammered or Pixelated (some of these items are in [Z13])
Manny Free Astral Construct3 class (doesn't cost a class slot)
Rian Free Wild Talent in [X21]; Can eject self from Multiverse Project (going into the Capital W Warehouse near the Capital S Shelf)
Rick Nanna-Sin's Black Axe (x2 weapon, no ego, 0d0/0d0, +3/+3, Sharpness, +27 dmg, can "eat" other magic items to merge into itself)
 
Older picks:
 
Player Pick
Angel When choosing classes, whenever Angel chooses "Psionicist" group, he gets +50% to the number of class choices.
Bill ? Free Specialty Priest pick in St. Cuthbert
Frank ? Can throw any weapon as if darts with no penalty
Jason (mirror) Can use Opposing actions even in Banhammered; B actions are B'; C actions are C' (Q is +2 B'/C' instead of +3 B/C)
Jerry Can pick "J" as second component of Alignment for free.
John (mirror) Can force the DM to finish writing an incomplete rule or class (some of these are in [PC99] and [T99])
John M. ? Jedi0 Light Saber; Time Travel
Keith ?
Manny (mirror) Free Astral Destruct3 class (doesn't cost a class slot)
Mark ?
Mike ? First Strike
Neal ?
Randy ?
Rian (previous) Can choose a book before each session, the DM will add some things from that book to the Collective.
Rian (mirror) Free Atheist(-7) class (doesn't cost a class slot)
Rick (mirror) Nanna-Sin's Gray Axe (x2 weapon, no ego, 0d0/0d0, +0/+0 but counts as a +6/+6 weapon, Vile, +27 stat damage, Legend Lore cont.)
Roger ? Free Wild Talent in Psi10; can have psionic powers appear magical (and resisted using MR instead of PR)
Sven ? Free instance of "Wereduck" racial adjective
Zach Has a character which is immune to NPC status (he can play his Dungeoneer character from campaign to campaign)
Zach (previous) Nanna-Sin's White Axe (x2 weapon, no ego, 0d0/0d0, +3/+3, Vorpal, +27 to hit, magic items randomly appear from the Axe once in a while)

[X4] Superstition Psionics (Concordant Freq. 4)


Basic X4 Information

A superstition is a belief that some event/object will have a certain effect. Usually this is harmless and has no game effect. However, some superstitions are so strong for the believer that they actually have a "real"-world effect. In this case superstitions becomes a passive psionic frequency. Most believers of superstitions are simply that, and never develop powers.
The superstition psionic frequency (also called Psi frequency 4) is called passive because the believer (or "psionic") does not know that he is really the source of the effect, not the trigger. A superstition "psionicist" would be someone who spreads rumor and fear among people, and therefore increase Belief Ratings in the area.
Superstitions are not directly related to Imagination Psionics, Omens, Miracles, or Awe Power, but any of these could give someone a Belief Rating.
 
There is an older (original) system for X4 presented in [Z13].

[X4.1] X4 Powers

None of the original X4 rules are used here. The idea is the fantasy society has advanced to the point where people now understand how X4 works, and people consciously have (and manipulate) X4 powers. Because of this, the applications for X4 are much more practical than the older system presented in [Z13].
Use the progression for the X4A class seen in [PC5].
Wild Talents are considered their highest level divided by 2 (round down; a level 0 X4A still gets 1 Minor).
 
Basically, for each "power" in your progression, choose an effect to have multiplied.
The multiplier (referenced as "X4M" below) is 1.25 for Minors, 1.5 for Majors, 2 for Grands, and 2.5 for Supers.
 
There are certainly more things you can believe in than the list below; check with the DM if you have an idea. Inherently or obviously broken ideas (believing in your level, your XP, or how many of you there are) will not be approved.
 
# Belief Effect
1 Ability Score Choose one ability score. New score = (old score - 10) * X4M + 10
2 AC Your new AC = (old AC - 10) * X4M + 10
3 Actions Pick one action type (M, P, V). Your number of actions of that type is multiplied by X4M
4 Damage Damage with one physical weapon is multiplied by X4M
5 hp Multiply hp by X4M
6 Item How many of an item exists is multiplied by X4M (you need a Grand to duplicate a x2 item)
7 Money How much money you get in dungeon is multiplied by X4M (only affects you, not whole party)
8 Move Rate Multiply Move Rate by X4M
9 Multiplier Add X4M-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
10 Saves Multiply your save rolls by X4M, you automake saves on natural 21-X4M or better (Minor is 19).
11 Spell One spell that you know has it's effect multiplied by X4M, or costs only 1/(X4M*2-1) of a spell slot
12 To Hit Multiply your to hit rolls by X4M, you autohit on natural 21-X4M or better (Minor is 19).
P4Ps (unenforced rule):
This limits how often you can use your X4 powers.
P4Ps = Level - Wis + 20
Where "Level" is half your level if a Wild Talent. Note that Wisdom reduces the number of P4Ps. If this number is negative, you cannot use X4 at all.
Each time a X4 multiplier is used (or every hour for continuous effects), a P4P is lost from the pool. When your P4P pool is empty, you cannot use X4 powers. The P4P pool refills at 1 P4P per hour. 1 P4P = 100 PSPs in Psi1 for conversion purposes.

[X-7] Anti-Concordant Powers (Concordant Freq. -7)


Wild Talents: Psi(-7) PSPs = (Lowest stat) + (HNCL)/2 + (LNCL = Lowest Non-Concordant Level)
Take your LNCL, and read on the Atheist(-7) progression for number of X-7 powers.
 
This frequency has no minors or majors.
1 Psi(-7) PSP = 20 Psi1 PSPs.
This frequency is resisted using aXR or aGR.

[X-7] Anti-Concordant Powers (Concordant Freq. -7)


X-7 Grand Powers

# Name Cost Power
1 Defender 2 2/d You defend as a x2 being (this effect cannot be dispelled/twisted)
2 Ignore Immunity 2 Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
3 Lady's Frown 2/d The "Lady's Smile" ability does not function within sight
4 Lockdown Opp 2/d Opposing actions cannot be used within sight. (Drop this only at reset)
5 Shell 1 1/t Anti-Concordant Shell (0th-1st)
6 Special Prot. 2/d Specials of x2 or greater have their effect's multiplier dropped to x1
7 Spirit Resistance 1/t iXR CL*10%
8 XCell Adjust. 1 1 Halve hp on a creature with at least 1000 hp

X-7 Super Powers

# Name Cost Power
1 Action Accel. 4/t +1 OppM only for Psi(-7)
2 Defender 5 5/d You defend as a x5 being (this effect cannot be dispelled/twisted)
3 Dispel Conc. 3 Dispel a Concordant effect
4 Ego Prot. 3/d Artifacts divide their ego by their multiplier when picked up by you
5 Instability 3 Target creature is not Time/Reality Stable
6 Shell 3 1/t Anti-Concordant Shell (0th-3rd)
7 XCell Adjust. 2 3 Deal 1 idmg to a creature with at least 1 ihp

X-7 Ultra Powers

# Name Cost Power
1 Defender 8 8/d You defend as a x8 being (this effect cannot be dispelled/twisted)
2 Go Away 8 Target defeated creature is put in the hole, no escape for M years (M=Mult)
3 Lockdown All 8/r Both you and a target get no actions; if you go below 0 hp this effect ends
4 Shell 5 1/t Anti-Concordant Shell (0th-5th)

X-7 Ultra+1 (V) Powers

# Name Cost Power
1 Defender 11 11/d You defend as a x11 being (this effect cannot be dispelled/twisted)
2 Shell 7 1/t Anti-Concordant Shell (0th-7th)

[X7] Divine (Immortal/Godly) Powers (Concordant Freq. 7)


X7 Minor Powers (SL=2, Concordant SL=0)

# Power
1 Trade 5 of an action type for 1 Quick of that action type.
2 Trade 7 of an action type for 1 Opposing of that action type.
3 Limit of 5 classes
4 -0.25 to XP divisor due to race (minimum 1).

X7 Major Powers (SL=5, Concordant SL=0)

# Power
1 Trade 4 of an action type for 1 Quick of that action type.
2 Trade 6 of an action type for 1 Opposing of that action type.
3 Limit of 6 classes
4 -0.5 to XP divisor due to race (minimum 1).
5 x1.1 hp
6 x1.1 CL

X7 Grand Powers (SL=8, Concordant SL=0)

# Power
1 Trade 3 of an action type for 1 Quick of that action type.
2 Trade 5 of an action type for 1 Opposing of that action type.
3 Limit of 7 classes
4 -0.75 to XP divisor due to race (minimum 1).
5 Considered a x2 being on either attack or defense (change at reset)
6 x1.5 hp
7 x1.5 CL

[X7] Divine (Immortal/Godly) Powers (Concordant Freq. 7)


X7 Super Powers (SL=11, Concordant SL=1)

# Power
1 You are considered a x2 being.
2 You attack as a x1 being, but defend as a x3 being.
3 You attack as a x3 being, but defend as a x1 being.
4 You can trade 2 of an action type for 1 Quick version of that action type.
5 You can trade 4 of an action type for 1 Opposing version of that action type.
6 x2 hp.
7 x2 CL.
8 Limit of 8 classes.
9 You have a free "H" for purposes of qualifying for classes, kits, and feats.
10 Planar Stable (immune to effects of being on another plane).
11 -1 to XP divisor due to race (minimum 1).
12 Immune to SL 0 to SL ((your level)/3, round down) effects.
13 (your level)*2% iGR; works even in section [X].
14 Immune to one effect in the [C] section.
15 0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
16 x1.5 ML (Memorization Level) in one class.

X7 Ultra Powers (SL=14, Concordant SL=4)

# Power
1 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
2 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
3 You can trade 3 of an action type for 1 Opposing version of that action type.
4 You may "borrow" actions of any type (assuming you have them).
5 You may "hold" actions of any type (assuming you have them).
6 x10 hp.
7 x3 CL.
8 x2 ML (Memorization Level) in one class.
9 Ignore all forms of XP divisors.

[X7] Divine (Immortal/Godly) Powers (Concordant Freq. 7)


X7 V [Ultra+1] Powers (SL=17, Concordant SL=7)

# Power
1 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
2 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
3 You can trade 2 of an action type for 1 Opposing version of that action type.
4 x50 hp.
5 x4 CL.
6 x2.5 ML (Memorization Level) in one class.

X7 W [Ultra+2] Powers (SL=20, Concordant SL=10)

# Power
1 0: Duplicate any 0th-6th level Concordant spell until next reset. You can have up to 54 spell levels total running.
2 You attack as a xN being, but defend as a x(7-N) being, where N is between 1 and 6.
3 x200 hp.
4 x5 CL.
5 x3 ML (Memorization Level) in one class.

X7 X [Ultra+3] Powers (SL=23, Concordant SL=13)

# Power
1 0: Duplicate any 0th-8th level Concordant spell until next reset. You can have up to 162 spell levels total running.
2 You attack as a xN being, but defend as a x(8-N) being, where N is between 1 and 7.
3 x1000 hp.
4 x6 CL.
5 x3.5 ML (Memorization Level) in one class.

[X14] Divine (Immortal/Godly) Powers (Concordant Freq. 14)


X14 Minor Powers (SL=2, Concordant SL=0)

# Power
1 +1% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 +CCL Cml
3 +CCL QZ (Quick Zero) actions

X14 Major Powers (SL=5, Concordant SL=0)

# Power
1 +2% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 +CCL HNCL (for qualifying for classes, kits, etc.)
3 +CCL C actions

X14 Grand Powers (SL=8, Concordant SL=0)

# Power
1 +5% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 +CCL Luck
3 +1 action of any type you already possess (except X, G, Bug, and their variants)

[X14] Divine (Immortal/Godly) Powers (Concordant Freq. 14)


X14 Super Powers (SL=11, Concordant SL=1)

# Power
1 +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
3 +1 CCL (Concordant Caster Level) in one spell in one class
4 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
5 Add 2 to HD type per level in one Concordant class (+0d+2)
6 Change "Save" category of your Concordant class to Conc
7 Change "To Hit" category of your Concordant class to Conc
8 +1X action
9 XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.

X14 Ultra Powers (SL=14, Concordant SL=4)

# Power
1 +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
3 +1 CCL (Concordant Caster Level) in one class
4 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
5 Add 2 to HD type per level in one Concordant class (+0d+2)
6 Change "Save" category of your Concordant class to 1˝xConc
7 Change "To Hit" category of your Concordant class to 1˝xConc
8 +1QX action
9 XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.

X14 V [Ultra+1] Powers (SL=17, Concordant SL=7)

# Power
1 +30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Duplicate the effects of one Psi7 power (Ultra or lower)
3 +1 CCL (Concordant Caster Level) in one class
4 +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
5 Add 1 to number of HD per level in one Concordant class (+1d+0)
6 Change "Save" category of your Concordant class to 2xConc
7 Change "To Hit" category of your Concordant class to 2xConc
8 +1QQX action
9 iunXR 5*CCL%

[X14] Divine (Immortal/Godly) Powers (Concordant Freq. 14)


X14 W [Ultra+2] Powers (SL=20, Concordant SL=10)

# Power
1 +40% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Duplicate the effects of one Psi7 power (V or lower)
3 +1 CCL (Concordant Caster Level) in one class
4 +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
5 Add 1 to number of HD per level in one Concordant class (+1d+0)
6 +1QQQX action

X14 X [Ultra+3] Powers (SL=23, Concordant SL=13)

# Power
1 +50% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Replace a Concordant spell progression with another Concordant class's progression
3 +1 CCL (Concordant Caster Level) in one class
4 +1 CML (Concordant Memorization Level) in one class
5 Add an extra stat bonus to hp per HD in one class (even if that class can't get a stat bonus)
6 +1QQQQX action

[X21] Divine (Immortal/Godly) Powers (Demigod Freq. 21)


X21 Minor Powers (SL=2, Concordant SL=0)

# Power
1 Ignore x0 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
2 Trade 7 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 14F to 1X
4 Trade 21 of an action type for 1 Instantaneous (I) of that action type.
5 x+1 Mirrored XP to Concordant and Demigod
6 Overwrite your base race to have +1 to all stats, AC, saves, hp, TH, and have the abilities of one [P3] race/adjective.

X21 Major Powers (SL=5, Concordant SL=0)

# Power
1 Ignore x0 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
2 Trade 6 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 12F to 1X
4 Trade 18 of an action type for 1 Instantaneous (I) of that action type.
5 You may use borrowed or held actions to activate SL 0-2 effects you have.
6 x+2 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +2 to all stats, AC, saves, hp, TH, and have the abilities of two [P3] races/adjectives.

X21 Grand Powers (SL=8, Concordant SL=0)

# Power
1 Ignore x0 effects (assuming you are at least true x1 <- NOTE THE MULTIPLIER HERE)
2 Trade 5 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 10F to 1X
4 Trade 15 of an action type for 1 Instantaneous (I) of that action type.
5 You may use borrowed or held actions to activate SL 0-5 effects you have.
6 x+3 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +3 to all stats, AC, saves, hp, TH, and have the abilities of three [P3] races/adjectives.
8 xx1.1 hp
9 xx1.1 CL

[X21] Divine (Immortal/Godly) Powers (Demigod Freq. 21)


X21 Super Powers (SL=11, Concordant SL=1)

# Power
1 Ignore x1 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
2 Trade 4 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 8F to 1X
4 Trade 12 of an action type for 1 Instantaneous (I) of that action type.
5 You may use borrowed or held actions to activate SL 0-8 effects you have.
6 x+4 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +4 to all stats, AC, saves, hp, TH, and have the abilities of four [P3] races/adjectives.
8 xx1.5 hp (doesn't stack with lower versions of this in X21)
9 xx1.3 CL (doesn't stack with lower versions of this in X21)
10 You have +1 HNCL or +0.1 HCL for purposes of qualifying for classes, kits, and feats.
11 Time/Reality/Loop Stable
12 xx1.1 ML in one class.

X21 Ultra Powers (SL=14, Concordant SL=4)

# Power
1 Ignore x1 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
2 Trade 3 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 6F to 1X
4 Trade 9 of an action type for 1 Instantaneous (I) of that action type.
5 You may use borrowed or held actions to activate SL 0-11 (CSL 0-1) effects you have.
6 x+5 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +5 to all stats, AC, saves, hp, TH, and have the abilities of five [P3] races/adjectives.
8 xx2 hp (doesn't stack with lower versions of this in X21)
9 xx1.5 CL (doesn't stack with lower versions of this in X21)
10 xx1.2 ML in one class. (doesn't stack with lower versions of this in X21)
11 Can trade 10000 hp into 1 ihp (as many times as you like)
12 Immune Pixelation
13 Immune to x0 to x3 Traps, x0 to x2 Tricks, x0 to x1 Specials
14 You may "material component" Martial Arts Maneuvers, Innate/Racial Abilities, Magic Item activations (non-Artifact) by spending an S action (in addition to normal costs)

[X21] Divine (Immortal/Godly) Powers (Demigod Freq. 21)


X21 V [Ultra+1] Powers (SL=17, Concordant SL=7)

# Power
1 Ignore x2 effects (assuming you are at least true x5 <- NOTE THE MULTIPLIER HERE)
2 Trade 2 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 4F to 1X
4 Trade 7 of an action type for 1 Instantaneous (I) of that action type.
5 You may use borrowed or held actions to activate SL 0-14 (CSL 0-4) effects you have.
6 x+6 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +6 to all stats, AC, saves, hp, TH, and have the abilities of six [P3] races/adjectives.
8 xx3 hp (doesn't stack with lower versions of this in X21)
9 xx1.7 CL (doesn't stack with lower versions of this in X21)
10 xx1.3 ML in one class. (doesn't stack with lower versions of this in X21)
11 Immune to x0 to x4 Traps, x0 to x3 Tricks, x0 to x2 Specials
12 You may "material component" Concordant spells by spending an F action (in addition to the normal X action).

X21 W [Ultra+2] Powers (SL=20, Concordant SL=10)

# Power
1 Ignore x2 effects (assuming you are at least true x4 <- NOTE THE MULTIPLIER HERE)
2 Trade 1 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 3F to 1X
4 Trade 6 of an action type for 1 Instantaneous (I) of that action type.
5 Trade 21X to 1G
6 You may use borrowed or held actions to activate SL 0-17 (CSL 0-7) effects you have.
7 x+7 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
8 Overwrite your base race to have +7 to all stats, AC, saves, hp, TH, and have the abilities of seven [P3] races/adjectives.
9 xx4 hp (doesn't stack with lower versions of this in X21)
10 xx1.9 CL (doesn't stack with lower versions of this in X21)
11 xx1.4 ML in one class. (doesn't stack with lower versions of this in X21)
12 xx1.1 ihp
13 xx1.1 CCL

[X21] Divine (Immortal/Godly) Powers (Demigod Freq. 21)


X21 X [Ultra+3] Powers (SL=23, Concordant SL=13)

# Power
1 Ignore x2 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
2 Trade 2F to 1X
3 Trade 5 of an action type for 1 Instantaneous (I) of that action type.
4 Trade 19X to 1G
5 You may use borrowed or held actions to activate SL 0-20 (CSL 0-10) effects you have.
6 x+8 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +8 to all stats, AC, saves, hp, TH, and have the abilities of eight [P3] races/adjectives.
8 xx5 hp (doesn't stack with lower versions of this in X21)
9 xx2.1 CL (doesn't stack with lower versions of this in X21)
10 xx1.5 ML in one class. (doesn't stack with lower versions of this in X21)
11 xx1.3 ihp (doesn't stack with lower versions of this in X21)
12 xx1.2 CCL (doesn't stack with lower versions of this in X21)

X21 Y [Ultra+4] Powers (SL=26, Concordant SL=16)

# Power
1 Ignore x3 effects (assuming you are at least true x7 <- NOTE THE MULTIPLIER HERE)
2 Trade 1F to 1X
3 Trade 4 of an action type for 1 Instantaneous (I) of that action type.
4 Trade 17X to 1G
5 You may use borrowed or held actions to activate SL 0-23 (CSL 0-13) effects you have.
6 x+9 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +9 to all stats, AC, saves, hp, TH, and have the abilities of nine [P3] races/adjectives.
8 xx6 hp (doesn't stack with lower versions of this in X21)
9 xx2.3 CL (doesn't stack with lower versions of this in X21)
10 xx1.6 ML in one class. (doesn't stack with lower versions of this in X21)
11 xx1.5 ihp (doesn't stack with lower versions of this in X21)
12 xx1.3 CCL (doesn't stack with lower versions of this in X21)
13 xx1.1 CML in one class.

[X21] Divine (Immortal/Godly) Powers (Demigod Freq. 21)


X21 Z [Ultra+5] Powers (SL=29, Concordant SL=19)

# Power
1 Ignore x3 effects (assuming you are at least true x6 <- NOTE THE MULTIPLIER HERE)
2 Trade 3 of an action type for 1 Instantaneous (I) of that action type.
3 Trade 15X to 1G
4 You may use borrowed or held actions to activate SL 0-26 (CSL 0-16) effects you have.
5 x+10 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
6 Overwrite your base race to have +10 to all stats, AC, saves, hp, TH, and have the abilities of ten [P3] races/adjectives.
7 xx7 hp (doesn't stack with lower versions of this in X21)
8 xx2.5 CL (doesn't stack with lower versions of this in X21)
9 xx1.7 ML in one class. (doesn't stack with lower versions of this in X21)
10 xx1.7 ihp (doesn't stack with lower versions of this in X21)
11 xx1.4 CCL (doesn't stack with lower versions of this in X21)
12 xx1.2 CML in one class. (doesn't stack with lower versions of this in X21)
13 xx1.1 iihp
14 xx1.1 DCL
15 Can trade 10000 ihp into 1 iihp (as many times as you like)
16 Immune Banhammering
17 You may "material component" Demigod spells by spending an X action (in addition to the normal G action).

[X24] Class/Occupation Psionics (Demigod Freq. 24)


Basic X24 Information

This psionic frequency modifies your base class. Currently, it is only available as a Wild Talent.
 
When you pick X24, pick a class for it to "attach" to. All of X24's modifications apply to the "attached" class only. If you pick an attached class that is in a Mixed-class framework, only one class of the Mixed-class is affected.
 
If you are truly single classed (no Mixed-classing; extra Concordant classes are allowed), the combination of your class and X24 still qualifies you for double XP (if that rule is available in this campaign).
 
X24 score (P24S) = Level.
A minor costs 2 P24S, a major costs 5 P24S, a grand costs 8 P24S, and a super costs 11 P24S.
Your "progression" in X24 need not be decreasing (e.g. at level 8 you can have a grand but no minors or majors).
(An old version of this frequency has minor=1, major=2, grand=3, super=4. This is also available but it has a high Background Point cost.)
 
These powers are cumulative (if you take Rogue points 10 and Rogue points 20, you get +30 points per level).
These powers cannot be taken more than once unless noted.

X24 Minor Powers

Name Description
Barbarian stats Get Barb Str, Dex, or Con; or get Int, Wis, or Chr bonus to memorization (can take multiple)
Caster Level Increase 2 +2 Caster Level (this can be taken multiple times)
CL/ML toggle Pick N (can be negative); get +N ML and -N*2 CL; ML and CL must be at least 0
Extra stat point, sort of Gives an extra +1 stat point per level, but all stat pts from class must be to 1 stat
HD type: Add +0d+2 Add 2 to HD type per level
Level: early 4 Get a "Level:" ability in your class 4 levels early (this can be taken multiple times)
Level: other in group Get a "Level:" ability (your level or less) in another class in same group (can take multiple)
Memorization Level Increase 1 +1 Memorization Level (this is next level of picks for rogues)
Memorization Zero 1 Get a "0" in next SL (must be on chart, doesn't work for Min/Maj/Gra/Sup prog.)
Proficiencies This class gives +1 proficiency (weapon or nonweapon) per level
Reduce stat requirements 4 Distribute -4 to stat requirements (Str, Dex, Con, etc.; HNCL costs double)
Rogue points 10 This class gives an extra +10 Rogue points per level.
Rogue shuffle (specific abilities) Can transfer Rogue abilities of level N ? +N*5 rogue points
Rogue shuffle (picks) Can transfer "Any (class) Pick of level N" ? +N*10 rogue points (this is reversible)
Saves: Change to any Group Change Save category to War, Wiz, Pri, Rog, Psi, Dwarf0, Elf0
To Hit: Change to any Group Change To Hit category to War, Wiz, Pri, Rog, Psi, Mon
XP Halve/Double XP requirements for this class are halved from level 1-8, then double 9+ (can't be dropped)

[X24] Class/Occupation Psionics (Demigod Freq. 24)


X24 Major Powers

Name Description
Duplicity All of your X24 modifications can apply to two instances of this class on your character
Extra stat point This class gives an extra +1 stat point per level.
HD type: Add +1d+0 Add 1 to number of HD per level
Level: early 9 Get a "Level:" ability in your class 9 levels early (this can be taken multiple times)
Level: other out of group Get a "Level:" ability (your level or less) in class in any group (can take multiple times)
Memorization Level Increase 2 +1 Memorization Level (this is next level of picks for rogues)
Rogue points 20 This class gives an extra +20 Rogue points per level.
Saves: Change to any 2 Groups Change Save category to "best of" two groups (pick two from minor list)
Saves: Change to any 1˝xGroup Can change Saves to 1˝xWar, 1˝xWiz, 1˝xPri, 1˝xRog, 1˝xPsi, or 1˝xMon
To Hit: Change to any 1˝xGroup Can change To Hit to 1˝xWar, 1˝xWiz, 1˝xPri, 1˝xRog, 1˝xPsi, or 1˝xMon
Reduce stat requirements 9 Distribute -9 to stat requirements (Str, Dex, Con, etc.; HNCL costs double)
XP Double/Halve XP requirements for this class are double from level 1-17, then halve 18+ (can't be dropped)

X24 Grand Powers

Name Description
Extra stat point (again) This class gives an extra +1 stat point per level.
HD type: Add +1d+2 Add 1 to number of HD and 2 to the HD type per level
Level: early 16 Get a "Level:" ability in your class 16 levels early (this can be taken multiple times)
Memorization Level Increase 3 +1 Memorization Level (this is next level of picks for rogues)
Memorization Zero 2 Get a "0" in next memorization category (SL, Min/Maj/Gra/Sup does work here)
Rogue points 30 This class gives an extra +30 Rogue points per level.
Saves: Change to any 2xGroup Change Save category to 2xWar, 2xWiz, 2xPri, 2xRog, 2xPsi, 2xDwarf0, or 2xElf0
To Hit: Change to any 2xGroup Can change To Hit category to 2xWar, 2xWiz, 2xPri, 2xRog, 2xPsi, or 2xMon
Triplicity All of your X24 modifications can apply to three instances of this class on your character
Reduce stat requirements 16 Distribute -16 to stat requirements (Str, Dex, Con, etc.; HNCL costs double)