[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC0] Standard XP Table

There was a campaign where any class's XP cost could be replaced with a Standard XP Table (seen below). This was done to make expensive classes be taken more often.
 
Level KXP
1 0
2 3
3 6
4 12
5 24
6 48
7 96
8 192
9 384
10 600
11 900
12 1200
13 1500
14 1800
15 2100
16 2400
17 2700
18 3000
... beyond 18 ... +300/level
36 8400

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC2] PlaneswalkerB

Level KXP Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 250 (none)
9 500 (none)
10 700 (none)
11 900 (none)
12 1100 (none)
13 1300 (none)
14 1500 (none)
15 1700 (none)
16 1900 (none)
17 2100 (none)
18 2300 (none)
19 2500 (none)
20 2700 (none)
21 2900 (none)
22 3100 (none)
23 3300 (none)
24 3500 (none)
25 3700 (none)
26 3900 (none)
27 4100 (none)
28 4300 (none)
29 4500 (none)
30 4700 (none)
31 4900 (none)
32 5100 (none)
33 5300 (none)
34 5500 (none)
35 5700 (none)
36 5900 (none)
Requisites: Int 9, Wis 9
Alignment: any
HD/level: 2d6
Weapon Prof.: 5+level
To Hit Table: Rog
Save Table: Rog
Reference: MTG
   
(future development)

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC2] PlaneswalkerU

Level KXP Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 250 (none)
9 500 (none)
10 700 (none)
11 900 (none)
12 1100 (none)
13 1300 (none)
14 1500 (none)
15 1700 (none)
16 1900 (none)
17 2100 (none)
18 2300 (none)
19 2500 (none)
20 2700 (none)
21 2900 (none)
22 3100 (none)
23 3300 (none)
24 3500 (none)
25 3700 (none)
26 3900 (none)
27 4100 (none)
28 4300 (none)
29 4500 (none)
30 4700 (none)
31 4900 (none)
32 5100 (none)
33 5300 (none)
34 5500 (none)
35 5700 (none)
36 5900 (none)
Requisites: Dex 9, Int 9 Wis 9, Chr 9
Alignment: any any
HD/level: d10 2d7
Weapon Prof.: 1+level/4 7+level/2
To Hit Table: Wiz Pri
Save Table: Wiz Pri
Reference: MTG MTG
     
(future development)

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC2] PlaneswalkerG

Level KXP Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 250 (none)
9 500 (none)
10 700 (none)
11 900 (none)
12 1100 (none)
13 1300 (none)
14 1500 (none)
15 1700 (none)
16 1900 (none)
17 2100 (none)
18 2300 (none)
19 2500 (none)
20 2700 (none)
21 2900 (none)
22 3100 (none)
23 3300 (none)
24 3500 (none)
25 3700 (none)
26 3900 (none)
27 4100 (none)
28 4300 (none)
29 4500 (none)
30 4700 (none)
31 4900 (none)
32 5100 (none)
33 5300 (none)
34 5500 (none)
35 5700 (none)
36 5900 (none)
Requisites: Str 9, Con 9
Alignment: any
HD/level: 3d5
Weapon Prof.: 0+level/
To Hit Table: Mon
Save Table: Mon
Reference: MTG
   
(future development)

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC2] PlaneswalkerR

Level KXP Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 250 (none)
9 500 (none)
10 700 (none)
11 900 (none)
12 1100 (none)
13 1300 (none)
14 1500 (none)
15 1700 (none)
16 1900 (none)
17 2100 (none)
18 2300 (none)
19 2500 (none)
20 2700 (none)
21 2900 (none)
22 3100 (none)
23 3300 (none)
24 3500 (none)
25 3700 (none)
26 3900 (none)
27 4100 (none)
28 4300 (none)
29 4500 (none)
30 4700 (none)
31 4900 (none)
32 5100 (none)
33 5300 (none)
34 5500 (none)
35 5700 (none)
36 5900 (none)
Requisites: Str 9, Dex 9
Alignment: any
HD/level: 2d8
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: War
Reference: MTG
   
(future development)

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC2] PlaneswalkerW

Level KXP Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 250 (none)
9 500 (none)
10 700 (none)
11 900 (none)
12 1100 (none)
13 1300 (none)
14 1500 (none)
15 1700 (none)
16 1900 (none)
17 2100 (none)
18 2300 (none)
19 2500 (none)
20 2700 (none)
21 2900 (none)
22 3100 (none)
23 3300 (none)
24 3500 (none)
25 3700 (none)
26 3900 (none)
27 4100 (none)
28 4300 (none)
29 4500 (none)
30 4700 (none)
31 4900 (none)
32 5100 (none)
33 5300 (none)
34 5500 (none)
35 5700 (none)
36 5900 (none)
Requisites: Wis 9, Chr 9
Alignment: any
HD/level: 2d7
Weapon Prof.: 7+level/2
To Hit Table: Pri
Save Table: Pri
Reference: MTG
   
(future development)

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC2] SpellshaperMTG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 100 2-- --- ---
3 200 21- --- ---
4 300 32- --- ---
5 400 421 --- ---
6 500 422 --- ---
7 600 432 1-- ---
8 700 433 2-- ---
9 800 433 21- ---
10 1000 443 22- ---
11 1100 444 33- ---
12 1200 444 441 ---
13 1300 555 442 ---
14 1400 555 442 1--
15 1500 555 552 1--
16 1600 555 553 21-
17 1700 555 553 32-
18 1800 555 553 321
19 2000 555 553 331
20 2200 555 554 332
21 2400 555 554 442
22 2600 555 555 443
23 2800 555 555 553
24 3000 555 555 554
25 3200 555 555 555
26 3400 666 655 555
27 3600 666 666 655
28 3900 666 666 666
29 4200 777 766 666
30 4500 777 777 766
31 4800 777 777 777
32 5100 888 877 777
33 5400 888 888 877
34 5700 888 888 888
35 6000 999 988 888
36 6300 999 999 999
Requisites: Str 9, Con 9, Int 18, Wis 9, Chr 9
Alignment: any
HD/level: d7
Weapon Prof.: 0+level/3
To Hit Table: Wiz
Save Table: Psi
Reference: MTG
   
This is a mage which casts Psi11 powers as if they were spells. Cannot cast normal Wizard spells.
Take the Casting Cost of the power, and convert it to a spell level, as follows:
The colorless component of the spell is treated as spell levels. Each colored mana symbol is 2 SLs. Subtract 1 from the total, and add (number of colors-1) to the result.
Examples: "R2" = 4-1+0 = SL 3. "WWW" = 6-1+0 = SL 5. "10" = 10-1+(-1) = SL 8. "BUGRW" = 10-1+4 = SL 13.
Spellshaper uses the normal Mage spell progression. Thus, you can Lightning Bolt ("R" = 2-1+0 = 1) at level 1, and deal 30 damage to one target.

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC5] Old Psi11B

Level KXP Spells
1 0 (none)
2 100 (none)
3 200 (none)
4 300 (none)
5 400 (none)
6 500 (none)
7 600 (none)
8 700 (none)
9 800 (none)
10 900 (none)
11 1000 (none)
12 1100 (none)
13 1200 (none)
14 1300 (none)
15 1400 (none)
16 1500 (none)
17 1600 (none)
18 1700 (none)
19 1800 (none)
20 1900 (none)
21 2000 (none)
22 2100 (none)
23 2200 (none)
24 2300 (none)
25 2400 (none)
26 2500 (none)
27 2600 (none)
28 2700 (none)
29 2800 (none)
30 2900 (none)
31 3000 (none)
32 3100 (none)
33 3200 (none)
34 3300 (none)
35 3400 (none)
36 3500 (none)
Requisites: Wis 6, Chr 9
Alignment: non-G
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Pri
Save Table: Psi
Reference: MTG
   
See [Q11] for rules and powers.
Mana/round = (Casting Level) or (Int-10), whichever is lower.
You can only cast spells of the psionicist color you are (11B, 11U, 11G, 11R, 11W).

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC5] Old Psi11U

Level KXP Spells
1 0 (none)
2 100 (none)
3 200 (none)
4 300 (none)
5 400 (none)
6 500 (none)
7 600 (none)
8 700 (none)
9 800 (none)
10 900 (none)
11 1000 (none)
12 1100 (none)
13 1200 (none)
14 1300 (none)
15 1400 (none)
16 1500 (none)
17 1600 (none)
18 1700 (none)
19 1800 (none)
20 1900 (none)
21 2000 (none)
22 2100 (none)
23 2200 (none)
24 2300 (none)
25 2400 (none)
26 2500 (none)
27 2600 (none)
28 2700 (none)
29 2800 (none)
30 2900 (none)
31 3000 (none)
32 3100 (none)
33 3200 (none)
34 3300 (none)
35 3400 (none)
36 3500 (none)
Requisites: Dex 6, Int 9
Alignment: non-C
HD/level: d4
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: Psi
Reference: MTG
   
See [Q11] for rules and powers.
Mana/round = (Casting Level) or (Int-10), whichever is lower.
You can only cast spells of the psionicist color you are (11B, 11U, 11G, 11R, 11W).

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC5] Old Psi11G

Level KXP Spells
1 0 (none)
2 100 (none)
3 200 (none)
4 300 (none)
5 400 (none)
6 500 (none)
7 600 (none)
8 700 (none)
9 800 (none)
10 900 (none)
11 1000 (none)
12 1100 (none)
13 1200 (none)
14 1300 (none)
15 1400 (none)
16 1500 (none)
17 1600 (none)
18 1700 (none)
19 1800 (none)
20 1900 (none)
21 2000 (none)
22 2100 (none)
23 2200 (none)
24 2300 (none)
25 2400 (none)
26 2500 (none)
27 2600 (none)
28 2700 (none)
29 2800 (none)
30 2900 (none)
31 3000 (none)
32 3100 (none)
33 3200 (none)
34 3300 (none)
35 3400 (none)
36 3500 (none)
Requisites: Str 6, Con 9
Alignment: T* or *N
HD/level: d8
Weapon Prof.: 4+level/4
To Hit Table: Mon
Save Table: Psi
Reference: MTG
   
See [Q11] for rules and powers.
Mana/round = (Casting Level) or (Int-10), whichever is lower.
You can only cast spells of the psionicist color you are (11B, 11U, 11G, 11R, 11W).

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC5] Old Psi11R

Level KXP Spells
1 0 (none)
2 100 (none)
3 200 (none)
4 300 (none)
5 400 (none)
6 500 (none)
7 600 (none)
8 700 (none)
9 800 (none)
10 900 (none)
11 1000 (none)
12 1100 (none)
13 1200 (none)
14 1300 (none)
15 1400 (none)
16 1500 (none)
17 1600 (none)
18 1700 (none)
19 1800 (none)
20 1900 (none)
21 2000 (none)
22 2100 (none)
23 2200 (none)
24 2300 (none)
25 2400 (none)
26 2500 (none)
27 2600 (none)
28 2700 (none)
29 2800 (none)
30 2900 (none)
31 3000 (none)
32 3100 (none)
33 3200 (none)
34 3300 (none)
35 3400 (none)
36 3500 (none)
Requisites: Str 9, Dex 6
Alignment: non-L
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Psi
Reference: MTG
   
See [Q11] for rules and powers.
Mana/round = (Casting Level) or (Int-10), whichever is lower.
You can only cast spells of the psionicist color you are (11B, 11U, 11G, 11R, 11W).

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[PC5] Old Psi11W

Level KXP Spells
1 0 (none)
2 100 (none)
3 200 (none)
4 300 (none)
5 400 (none)
6 500 (none)
7 600 (none)
8 700 (none)
9 800 (none)
10 900 (none)
11 1000 (none)
12 1100 (none)
13 1200 (none)
14 1300 (none)
15 1400 (none)
16 1500 (none)
17 1600 (none)
18 1700 (none)
19 1800 (none)
20 1900 (none)
21 2000 (none)
22 2100 (none)
23 2200 (none)
24 2300 (none)
25 2400 (none)
26 2500 (none)
27 2600 (none)
28 2700 (none)
29 2800 (none)
30 2900 (none)
31 3000 (none)
32 3100 (none)
33 3200 (none)
34 3300 (none)
35 3400 (none)
36 3500 (none)
Requisites: Wis 9, Chr 6
Alignment: non-E
HD/level: d6
Weapon Prof.: 0+level
To Hit Table: War
Save Table: Psi
Reference: MTG
   
See [Q11] for rules and powers.
Mana/round = (Casting Level) or (Int-10), whichever is lower.
You can only cast spells of the psionicist color you are (11B, 11U, 11G, 11R, 11W).

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[Q4.13] X4 Original System

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.
 
Two systems for handling X4 are presented here. The original system (seen in [Q4.0] and [Q4.1]) works for NPCs and for players who do not know the mechanics of the system. Once the players read this Collective section, X4 can be abused, so an alternate (more balanced) system (in [Q4.2]) is given later. The X4A class is written for the newer [Q4.2] system.
 
[Q4.0] Original X4 System
 
Psionic Strength: Each superstition has a rating of belief, with a "1" being the weakest (but still believed) and a "12" being the strongest possible.
Each time a situation occurs, the Rating is increased or decreased by 1, depending on whether the expected result actually occured or not.
 
Belief
Rating
Rank Power
Mult.
Success Wisdom
Control
0 No Belief x1 0% NA
1 Perception x2 30% +3
2 Belief x3 45% +1
3 Confidence x4 55% 0
4 Prognostication x4 65% -1
5 Equivalence x4 75% -2
6 Trust/Devotion x5 80% -3
7 Compulsion x6 85% -5
8 Faith x6 90% -7
9 Obsession x7 95% -8
10 Apprehension x8 100% -10
11 Anxiety x9 100% -12
12 Coercion x10 100% -14
13=0 Insanity x1 0% NA; Wis reduced by 1 permanently
Generally, a superstition will attempt to alter reality so the belief will come true. The limit of such effects is equivalent to a mage spell of level equal to the belief rating minus 1. It is possible that the Object of a superstition may actually be imbued with powers that register as frequency 4, but the Object itself is not superstitious. The limit of such powers, including a point system similar to that used by Gods when worshipped by followers would have to be developed.
A superstition rating of 8 (Faith) or above indicates that the PC will believe the superstition over observed effects (inserting the expected effect in his mind instead). A superstition rating of 10 or above indicates that the PC will believe the superstition over ideals presented by his diety, and will constantly be paranoid of the triggering event/object.
 
Fear: Unless controlled, the feared result will be duplicated closely. Beneficial Fear might be called "Blind Devotion" or "Blind Faith".
Examples: Armor: opponent gains an AC bonus equal to rating. Spaces: area closes in on psionic, crushing him. Wilderness: encounters occur at twice normal rates.
Luck/Destiny: Roll one extra die for each level of superstition, and choose the most or least advantageous for each roll.
Damage: Multiply or divide damage taken by rating.
 
The Wisdom loss cannot be healed by any means.

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[Q4.14] X4 Superstitions List

Object Event Neutrality Type Typical
Initial
Rating
Animal/Insect Sight,certain color Both Fear,Luck 4
Clothing/Armor Sight,certain color Both Fear 3
Coin Found heads/tails up Both Luck 2
Cold/Heat Felt Baneful Damage 4
Comet Sight Beneficial Luck 2
Dream/Vision Nightmare Baneful Fear 5
Dream/Vision Precognition Both Destiny 4
Fire Sight Baneful Fear, Damage 3
Heights More than 20' high Baneful Fear, Damage 4
Holy Symbol Sight,certain god Both Fear, Destiny 5
Location Sight,specific area Both Fear, Destiny 5
Magic Item Sight Both Fear, Damage 4
Monster Sight,certain type Both Fear, Damage 3
Moon Sight,certain stage Both Luck 2
Noise Heard,certain type Both Luck, Fear 2
Plant Sight Beneficial Luck 2
Sickness Sight Baneful Damage 3
Spaces Small/closed-in Baneful Fear 3
Spellcasters Sight Baneful Fear, Damage 4
Star Sight,Falling Beneficial Destiny 1
Sun Sight,Eclipsed Beneficial Damage 1
Time Holiday,specific date Beneficial Destiny, Luck 5
Undead Sight Baneful Fear, Damage 3
Water More than 5' deep Baneful Fear, Damage 3
Weapon Singular,Specific Type Both Damage 4
Weather Sight,specific type Both Fear, Damage 2
Wilderness Sight,specific type Both Fear 2

[Z13] Dead/Pixelated/Banhammered Collective Concepts


[Q30] Psi30 Old Information

Astral Psionics deals with "phasing", i.e. placing one's soul partially in the Astral plane. Once there, certain powers that affect the Prime Material Plane can be practiced.
 
Astral Psi. Score = Int + Wis + Chr - 36 + level*6 + summation(prof.slots)
 
Astral Psi. Score: 0 1-2 3-4 5-9 10-14 15-20 21-35 36-54 55-87 88-114
Sorcery: 0 1 2 3 4 5 6 7 8 9
 
You can spend non-weapon proficiency slots to increase Astral Psi. Score (1st prof.=+1, 2nd prof.=+2, 3rd prof.=+3, etc.).
Each psionic has a number of powers each with a Level, which are selected from the psionic powers list. The total number of Levels spent is equal to the psionic's Astral Psi Score. There is no limit to what Level a power can be.
Each power costs 1 mental action to use. Most powers have a range of sight and affect 1 target. "Touch" powers have a range of touch and affect 1 target. "Beam" powers have a range of sight and affect a 60'x10' area. "Blast" powers have a range of sight and affect a 15' radius.
Under "Targ" (for "Target") there is a code listed:
stat (Str, Dex, etc.) = use the target's stat, divided by 3
R = use the range to target, divided by 10 yards
W = use the target's weight, divided by 100 lbs.
C = use the target's complexity rating
number = use that number
When you use a power, roll the following:
# of Successes = 1D6 + Sorcery - Target - 1D6 (this the defender rolls)
"1D6" means ("open-ended") 1d6, and if you roll a "6", roll again and add 6. If there are multiple targets, your 1D6 roll stays fixed, and the defenders roll seperately against the same result.
If the # of Successes is greater than the power's Level, it is lowered to Level.
If the effect is physically damaging, each success does 10% of the target's maximum hit points as damage. If the effect is mentally damaging, each success causes ALL actions the target attempts to be at -1 until a maximum of -10 is achieved, then the extra successes go to physical damage.
After you use a power, you must resist drain:
Resist Drain Successes = 1D6 + (Int+Wis+Chr)/8 - (power's level)
Each power has a Drain code (such as "S3"). The letter is the severity, the number is the staging. The severity is in the following order:
n=None=0, L=Light=1, M=Moderate=3, S=Serious=6, D=Deadly=10, X=15
The staging is how many Resist Drain successes you need to lower the severity by one level (D -> S, S -> M, M -> L, L -> none). Therefore, a drain of S3 would require 9 resist drain successes to get rid of. If you are left with a drain severity greater than "none", you take mental damage equal to the number above (a "S" would cause -6 on all your actions).
Besides drain, there is no limit to the number of times you may use astral psionic powers.
Any astral psionic can look into Astral space. It takes 1 Mental action to switch sight to the Astral, and 1 Mental to switch sight back. Once a PC is perceiving in the Astral, he can expend another Mental to project into the Astral. This is basically the same as the spell "Astral Spell"; it creates a silver cord back to the PC's Prime Material body.
Astral Psi Score = Int + Wis + Chr + level*6 + 2*(non-weapon prof. spent). (0.5)
You cannot spend proficiencies to increase Astral Psi Score, so the last term is meaningless in Collective 0.51.
You must be within 2 planes of the Astral Plane to use this frequency. If you are 2 planes removed, you suffer an extra -1d6 on number of successes and +1d6 when rolling for drain.
Remove Paralysis or Remove Stun effects reduce your current stun status to 0. It does not heal physical damage if you received more than 10 stun/drain. (0.5)
Immunity to Stun effects do make you immune to Stunning damage, but not drain, as you must lower the immunity in order to pay the cost for the ability. The immunity would make you not suffer the -1 per drain point on all your actions, but you still have those drain points. (0.5)
If you are a Vampire, subtract 1 point of mental stunning per segment (10 per round total). This does not apply to any other form of undead. (0.5)