Physicalist


Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  8  2  3  1  0  2
+3  6  5  8  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+7  7  7  9  4  5  4  2  5
+9  7  8 10  5  6  4  3  6
+11  8  9 10  6  7  5  3  7
+13  8 10 11  6  7  6  4  8
+15  9 11 11  7  8  7  5  9
+17  9 12 12  8  9  8  5 10
+19 10 13 12  8 10  8  6 11
+21 11 14 13  9 11  9  7 12
+23 11 14 13 10 12 10  7 13
+25 13 15 14 12 13 11  8 14
+27 15 15 15 14 14 12  9 15
+29 15 16 16 15 15 12  9 16
+31 16 16 16 15 16 13 10 17
+33 16 16 16 16 16 14 11 18
+35 16 16 16 16 16 15 11 19
Requisites: Str 11, Dex 18, Con 11, Chr 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 9+level/4
To Hit Table: 2xWar
Save Table: 2xPsi
Reference: DM {Planeshifted Mentalist}
Groups: Warrior, Psionicist, Alternate
 
Gets Exceptional Str, Dex, and Con. Uses "Barbarian" line for number of attacks.
You get a Martial Arts style and +LVL Martial Arts maneuvers, and a Professional Wrestling style and +LVL Professional Wrestling maneuvers.
Physicalist Psionic Pool (PPPs) = (Str*2+Dex*2+Con+Int+Chr)*level/2.
The following frequencies are included in Physicalist: Psi0, Psi(-2), Psi7, Psi14, and Psi15.
When you get a power on the Physicalist progression, pick any power from those 5 frequencies.
PPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
PPPs are the same scale as Psi1 PSPs.
10 PPPs is 1 "track point" for Psi36. You do not have actual tracks, however, and cannot "burn" anything after you have 0 PPPs.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi(-5), Psi(-6) & Psi(-12)(as a combo), Psi16, Psi36.
Level 18: Pick another frequency to add, as per Level 9. You can pick Psi8 at this level.
Level 27: Pick another frequency to add, but it can be ANY frequency.

Physicalist


Psi-2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
2 Anti-Astral Projection Port Int 6+2/h Anti-Astral Projection Colorless pool nearby DM
3 Biogiveback Metab Con-2 6+3/r +2 dmg/att; +level/3 TH bonus +level TH bonus instead DM
4 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
5 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
6 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
7 Deflect Kinet Int 4 Deflect a melee attack -- DM
8 Detract Telep Wis Int+1/r -2 check if resisting Maintained 4r for free DM
9 Gird M-Psi Int-3 2*M/m Set off someone's trigger prematurely -- DM
10 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
11 Inertial Improver Kinet Con-3 7+5/r +1 to #Atts in your group (everyone) Missiles do +1 die of dmg DM
12 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
13 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
14 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- DM
15 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
16 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
17 Reverse Carapace Metab Int 5+1/r -level AC; +(11-level) Dex No AC loss DM
18 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
19 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
20 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
21 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
22 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
23 Ungraft Weapon Metab Con-5 10+1/r Unconnect weapon from body; -1/-1 Penalty is -4/-4 DM
24 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM

Physicalist


Psi-2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:½) (2*level)d6 acid damage DM
2 Complete Harming Metab Con 30 Harm at end of round (not segment) Harm at end of segment DM
3 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
4 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
5 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
6 Fate Less Telep Con-5 C+5/t You and biggest enemy in area take 0 dmg -- DM
7 Inprobability Travel Port Int 20+8/h Go to Anti-Astral physically Colorless pool nearby DM
8 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
9 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
10 Reintegrate Kinet Wis-4 40 Cure a disintegrate Cure an annihilate DM
11 Split Body M-Psi Wis-5 40+6/r +1 P action +1 more P action DM

Psi-2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 A/B Acceleration Metab Con-6 20/r +CL A actions /r (range sight) B instead of A DM
2 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
3 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
4 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
5 Legendary Drain Metab Chr-24 24+12/r 6 Cml, Luck, or CL dmg 6 all three DM
6 Mass Detract Telep Wis L+1/r L=sum of targets' levels PSP cost halved DM
7 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
8 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
9 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
10 Weapon Familiarity Clair Int-8 200/d +1 slot in every weapon prof +LVL feats DM

Psi-2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 C/X Acceleration Metab Chr-10 30/r +CL C actions /r (range sight) Can convert 14C -> 1X DM
2 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
3 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
4 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM
5 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
6 Spirit on the Ground Telep Chr-15 1/week Cannot use M actions; can use 2P/s Can use 3P /s DM

Physicalist


General Psi0 Information

KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
 
P0Ps = Str + Dex + Con + Wis - 40 + KiL
These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.
 
Psi0 and Monk1 get a progression (this replaces the "1 Martial Arts slot per level" in the Collective). You may downgrade if desired.
Wild Talents must buy these using Martial Arts slots (1 for Minor, 2 for Major, 3 for Grand, 4 for Super). They get the ability to take 1 power per level, levels 1-9 is Minor, 10-18 is Major, 19-27 is Grand, 28-36 is Super. You may take lesser types if desired.
 
In the "Act" column below (which is the actions needed to perform the maneuver), read "patt" as "punch attack" and "katt" as "kick attack".
 
Read "One attack:" on the Effects tables below as "Gain and do one attack, if successful, do the following:". You don't actually do damage with the attack unless noted.

Physicalist


Psi0 Minor Powers

# Power P0P Action Effect
1 Acting 0 0 Acting, Spying, Disguise proficiencies; KiL*10% chance to resist Detect Lie spell
2 Armory 0 0 Armor Optimization, Armor/Weapon Identification, Armor/Weapon Repair proficiencies
3 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
4 Binding 0 1V Tie up a helpless/surrendered foe so they cannot escape by physical means
5 Bowyer 0 0 Bowyer/Fletcher proficiency; 1 week of F actions: Make a nonmagical +1/+0 bow.
6 Calligraphy 1 0 Copy documents; Can copy magical writings at KiL% success, (100-KiL)% destroy original
7 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
8 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
9 Classical Literature 0 0 Legend Lore KiL%
10 Climbing 1 1V Gain Climb Walls rating of KiL*10% for the round
11 Contortion 1 1V Escape Bonds (but not from Binding power above); can squeeze through small gaps
12 Dance 0 0 Dancing, Juggling, Mime proficiencies; Can communicate without using spoken words
13 Double Attack 1 1att Do two attacks, each rolls 1d10 to hit, these cannot be traded in to do something else
14 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
15 Disarm 1 1P One attack: Target is disarmed (no save)
16 Entangle 1 1P One attack: Do one attack of dmg; -1 segment that target can use per round; maintain 1V
17 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
18 Focus: Skill 1 1M +1 slot in a non-weapon proficiency (even if you don't have the proficiency) for 1r
19 Forced March 1 0 +KiL to movement rate for the day
20 Grapple 1 1P One attack: Do KiL + Str bonus (to damage) dmg every round, maintain by using 1V
21 Hawking 0 0 Can train a hawk to hunt or spy (not as good as a familiar, but close)
22 Horsemanship 1 1V Horsemanship proficiency; Keeps mount under control in difficult situations
23 Hurling 1 1P One attack: Throw any weapon (incl. weapons not meant to be thrown) without hit penalty
24 Kippup 1 0 Stand up without using a V action.
25 Leaping 1 1V Jump KiL*5' horizontally or KiL*2' vertically
26 Maka Wara 0 0 Each time someone hits you with an unarmed attack, he takes 1 damage back.
27 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
28 Meditation -3 1 turn +KiL mental saves & Immune Fear for 1t; x2 normal healing/regenation rate in non-combat
29 Music 0 0 Music Composition, Instrumental, Singing proficiencies
30 Piercing Thrust 1 0 Do maximum damage with a piercing weapon attack.
31 Reverse Cut 0 0 Can attack to side or behind at no penalty (don't have to turn around)
32 Rhetoric 0 0 Fast-talking, Negotiation, Preaching proficiencies
33 Silent Garrote 1 1P One attack: Choke as above (you must be in Backstab position); Silence 15'r for duration.
34 Silent Kill 1 1P One attack: Do a x2 Backstab (you must be in Backstab position); Silence 15'r for that 1s.
35 Smashing Blow 1 1att Double the "to hit" roll with a blunt attack; Natural 19-20 is automatic hit.
36 Stealthy Movement 1 1V Gain Move Silently and Hide in Shadows ratings of KiL*10% for the round
37 Strike 1 0 Add your Str hit and damage bonus a second time for all attacks for this segment
38 Swimming 1 1M Can swim underwater for the round with no chance of drowning; Resist Water for 1 round
39 Tea Ceremony X 1 turn Give to other Psi0-users in room a total of X Psi0 points, this may be above max for 1 turn
40 Theology 0 0 Religion proficiency; Detect divine beings
41 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
42 Trip 1 1att One attack: Do KiL dmg; target is down but may spend 1V to get back up
43 Unarmed Combat 0 0 +level TH and dmg with unarmed combat

Physicalist


Psi0 Major Powers

# Power P0P Action Effect
1 Air Throw 3 1P,1V One attack: Target takes KiL*5' falling damage
2 Backflip Kick 2 1katt One kicking attack to opponent's back (not a backstab): Normal damage.
3 Buffalo Punch 2 2patt One punching attack: x3 normal damage.
4 Concealment 2 1M Invisibility
5 Death Touch 3 1P One attack: Death (save vs. PPD)
6 Double Dread Kick 2 2katt,1V Two kicking attacks: Each does normal damage and knocks the target back KiL'
7 Double-Hit Kick 2 0 Repeat damage of last kicking attack to same target
8 Double-Hit Knee 2 1katt Two kicking attacks: Normal damage; both must be vs. same target.
9 Dragon Kick 2 1P One kicking attack: That attack does Hp (hull points) instead of hp; target knocked down
10 Dragon Punch 2 1P One punching attack: That attack does Hp (hull points) instead of hp; target knocked down
11 Ear Pop 2 2patt (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
12 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
13 Flash Kick 3 1P,1V One kicking attack at +KiL to hit, ignores stoneskins/ironskins: x10 damage, knockdown
14 Flying Knee Thrust 2 1katt,1V One kicking attack: x2 normal damage.
15 Flying Thrust Kick 3 2katt,1V One kicking attack: x5 normal damage, knocked down.
16 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
17 Focus: Stay Conscious X 0 Stay Conscious at negative hp; X = -(current hp)/2, round up
18 Foot Sweep 2 1katt One kicking attack: Normal damage, target is knocked down
19 Forward Flip Knee 2 1katt One kicking attack to opponent's back of head (not backstab) at -4 TH: Normal damage.
20 Handstand Kick 2 1katt,1V One kicking attack: Normal damage, with a bonus equal to your movement rate (in inches)
21 Head Butt 2 1HeadP One attack: Do double normal punching damage with your head.
22 Hundred Hand Slap 3 1F Ten punching attacks: Each does normal punching damage; all must be vs. same target
23 Hurricane Kick 2 1P,1V Do 1 attack on each target in a KiL*5' line: Normal damage plus knocked down.
24 Hyper Fist 3 1patt Three punching attacks: Each does normal punching damage; all must be vs. same target
25 Lightning Leg 3 1P,1M Ten kicking attacks: Each does normal kicking damage; all must be vs. same target
26 Lightning Stroke 3 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
27 Medicine II 2 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
28 Monkey Grab Punch 3 2patt One punch attack at +KiL to hit, cannot be parried/countered/dodged: Do normal damage.
29 Power Uppercut 2 2patt One punch attack at +KiL to hit: Do normal damage.
30 Precision Strike 0 0 All your weapons gain (+0)d(+2) on damage.
31 Rekka Ken 3 0 Ability to use 2P actions (but only for unarmed combat) this segment.
32 Returning Hurl 3 1P Hurling (above); if weapon has chain attached it has end-of-round returning.
33 San He 3 0 For 1r: Immovability; cannot be knocked back/down; cannot use V actions
34 Shockwave 3 1F Earthquake KiL' r (as spell)
35 Slide Kick 2 1katt One kicking attack, auto hits if target is not flying: Normal damage, target is knocked down
36 Spinning Back Fist 2 1patt,1V One punch attack: That attack does x2 damage.
37 Spinning Clothesline 3 1P One punching attack on each target within KiL'r: Do normal damage.
38 Spinning Knuckle 3 0 Repeat damage of last punching attack on same target
39 Stepping Front Kick 2 3katt,1V Two kicking attacks, second autohits if first hits: Normal damage, target knocked back KiL'
40 Toughskin 0 0 +KiL/2 AC bonus
41 Triple Strike 3 3att (The 3att from seperate limbs) Three attacks at same target at +KiL to hit: Normal dmg.
42 Whirlwind Kick 3 1P One kicking attack on each target within KiL'r: Do normal damage.
43 Wounded Knee 3 1katt One kicking attack: Target loses 1V action per round for 1t.

Physicalist


Psi0 Grand Powers

# Power P0P Action Effect
1 Acid Breath 5 MouthP Breathe Acid (as per dragon)
2 Air Hurricane Kick 4 1P,1V Do 1 attack on each target in a KiL*5' line even in air: Normal damage plus knocked down.
3 Channel-strike 4 0 One attack: Normal results of attack. All Channel-strike in round must be vs. same target.
4 Chi Kung Healing X 1M Cure X*KiL hp to one target
5 Cobra Charm 4 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
6 Divination 6 1 turn Ask the DM a question, answer is given as (choose one:) 1 English word or cryptic phrase
7 Energy Reflection 5 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
8 Extendable Limbs 0 0 Your limbs can extend an extra KiL'
9 Fireball 4 1M KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
10 Flaming Dragon Punch 4 1P Dragon Punch (above); Do an extra set of hull damage (elemental fire damage) (save:½)
11 Focus: Ability 6 1F +1 to an ability score for 1t
12 Ghost Form 6 1M Out-of-phase for 1r (cannot affect or be affected by solid objects), maintain 1M and 1 P0P
13 Great Wall of China 6 1P,1V KiL kicking attacks distributed among targets within KiL'r: Do normal damage.
14 Iceblast 5 1M KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
15 Improved Fireball 6 1M KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
16 Mind Reading 4 1M ESP; Know what the target is going to do next round
17 Musical Accomplishment 4 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
18 Regeneration 0 0 Regenerate KiL hp per round (given as KiL/10 hp per segment)
19 Shock Treatment 0 0 Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
20 Sonic Boom 4 1M KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
21 Spinning Foot Sweep 4 1katt One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
22 Storm Hammer 5 1P,1V One attack: Target takes KiL*10' falling damage
23 Stunning Shout 6 MouthP Target must save vs. PP or stunned 1d(KiL) segments
24 Telepathy 4 1M Telepathy (as spell)
25 TurboSpinningClothesline 6 1P Two attacks on each target within KiL'r: Do normal damage.
26 Yoga Flame 4 MouthP Breathe Fire (as per dragon)
27 Yoga Teleport 6 1M Tesseract (as spell effect), KiL% chance of not being stunned afterwards

Psi0 Super Powers

# Power P0P Action Effect
1 Flying Fireball 8 1M,1V KiLd8 dmg in a KiL' radius (fire damage) (save:½)
2 Focus: Resist Death X 0 Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
3 Inferno Strike 7 1F KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
4 Repeating Fireball 3*X 1M Throw X Fireballs (see above)
5 Thunderclap 8 1M KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
6 Zen No Mind 10 0 Ability to use 2M actions per segment

Physicalist


Psi7 Minor Powers

# PSPs Description
1 2 Curse (Spell save)
2 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
3 2 Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)
4 -10 to max Fear aura (anyone who enters your group) (Will save)
5 -10 to max Immunity to cold
6 -10 to max Immunity to disease
7 -10 to max Immunity to emotional effects
8 -10 to max Immunity to sleep, fatigue, and exhaustion
9 2/r Improved Invisibility to Undead
10 2 Moan: One group is feared (Will save)
11 -10 to max Need not breathe
12 -10 to max Need not eat or drink
13 -10 to max Need not sleep; Unaging
14 -10 to max People need a +CL weapon to hit you
15 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
16 2 Summon a DL I Undead
17 -10 to max Whenever you touch someone, they get a disease (PPD save)
18 -10 to max You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll

Psi7 Major Powers

# PSPs Description
1 5 Duplicate a SL 0-3 Necromancy effect (Wizard or Priest) or a SL 1 ProtoLich spell
2 -25 to max Immunity to ability drain
3 -25 to max Immunity to all mind-affecting effects
4 -25 to max Immunity to critical hits
5 -25 to max Immunity to paralysis and stun
6 -25 to max Immunity to poison
7 5/t Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
8 5 Magic Jar / Possession (Will save)
9 -25 to max Regenerate at CL-3 hp /s
10 5 Slay Living (save)
11 5 Summon a DL IV Undead
12 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
13 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
14 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
15 -25 to max Whenever you touch someone, they are paralyzed (PP save)
16 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
17 5 Wrench
18 -25 to max You emit a stench like a ghast

Physicalist


Psi7 Grand Powers

# PSPs Description
1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
2 8 Duplicate a SL 0-5 Necromancy effect (Wizard or Priest) or a SL 2 ProtoLich spell
3 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
4 -40 to max Immunity to death or slay effects
5 -40 to max Immunity to energy drain and negative levels
6 -40 to max Immunity to Turn Undead
7 8 Summon a DL VII Undead
8 8 Target is energy drained CL/2 levels (no save)
9 -40 to max Whenever you touch someone, they get Mummy Rot (no save)

Psi7 Super Powers

# PSPs Description
1 11 As You Are
2 11 Duplicate a SL 0-7 Necromancy effect (Wizard or Priest) or a SL 3 ProtoLich spell
3 11 Summon a DL X Undead
4 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
5 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
6 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)

Physicalist


Psi14 Minor Powers

# PSPs Description
1 -10 to max +LVL unarmed dmg.
2 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
3 2 0, when changing form: Cure (1d6)*10% of damage taken
4 2/r Bloodlust: +CL TH and dmg, -CL AC
5 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
6 -10 to max Complete control over when you change forms
7 2 Detect Lycanthropes, Shapechangers, See True Form
8 -10 to max Hit only by +LVL or better weapons
9 -10 to max Regen CL hp/s
10 2 Speak with Animals
11 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
12 2 Target gets a disease (PPD save)
13 -10 to max You can adjust (with fine resolution) the degree of your hybrid-ness in hybrid form
14 -10 to max Your clothing/armor change with you when you change form
15 -10 to max Your lycanthropy cannot be cured (unless you want it to be)

Psi14 Major Powers

# PSPs Description
1 5 [0 action to use] Change form immediately
2 5/r +CL Str; -CL Cml
3 5/r +CL Dex; -CL Cml
4 5/r +CL Con; -CL Cml
5 -N to max Add a 0.5 Lycanthrope Racial Adjective for free; N=(added divisor)*100
6 5 Force Shapechange or Wrench
7 5 Group gets a disease (PPD save)
8 -25 to max Immune disease and poison
9 -25 to max Pick LVL unusual materials to be immune to.
10 5 Trigger someone else's Lycanthropy to manifest (they change form)
11 -25 to max When you change forms, can mutate your facial features to look different
12 -25 to max Your Animal form has wings; Fly at CL*3" (C)

Physicalist


Psi14 Grand Powers

# PSPs Description
1 8/r +CL/2 Int
2 8/r +CL/2 Wis
3 8/r +CL/2 Chr
4 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
5 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
6 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
7 8 Summon a DL=VII Lycanthrope
8 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
9 -40 to max Your gaze causes Charm (no save, IR)

Psi14 Super Powers

# PSPs Description
1 -55 to max 1D: Reincarnate as an animal of your animal form
2 11 1V, while attacking: Your natural attacks Cascade Rams one group
3 11 Duplicate a Psi7 minor, major, or grand
4 11 Summon a DL=X Lycanthrope
5 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
6 -55 to max Your unarmed attacks are Permanent hp of damage

Physicalist


Basic Psi15 Information

Psi15 PSPs (Wild Talents) = Str*2+Con+Int+Chr*2-80+level*20
Psi15 PSPs (Psi15 class) = (Str*2+Con+Int+Chr*2-60)*level
 
Wild Talent progression is as follows. You must meet all the requirements of a line (HNCL, Str, Con, Int, Chr) in order to be able to read that line.
(a=Minor Alteration, m=Minor Power, A=Major Alteration, M=Major Power, g=Grand Alteration, G=Grand Power, s=Super Alteration, S=Super Power)
 
HNCL Str Con Int Chr am AM gG sS
1 4 7 6 3 1- -- -- --
2 8 9 7 6 21 -- -- --
3 12 11 8 9 31 -- -- --
4 16 13 9 12 31 1- -- --
5 20 15 10 15 42 1- -- --
6 24 17 11 18 52 21 -- --
7 28 19 12 21 53 31 -- --
8 32 21 13 24 53 32 -- --
9 36 23 14 27 63 32 1- --
10 40 25 15 30 64 42 2- --
11 44 27 16 33 65 43 21 --
12 48 29 17 36 75 53 31 --
13 52 31 18 39 75 54 31 --
14 56 33 19 42 75 54 32 --
15 60 35 20 45 76 54 32 1-
16 64 37 21 48 76 54 32 11
17 68 39 22 51 76 54 33 21
18 72 41 23 54 77 55 33 22

Physicalist


Psi15 Minor Alterations/Powers

Psi15 Minor Alterations Effect
Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Scales Natural AT source = +CL
Add Tail Tail does 1d(CL*2) damage
Add Wings Flight at (CL+1)*3" rate
Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
Improve Breath Freq. Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
Increase Bite Damage (+1)d(+2) with bite attacks
Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
Increase Claw Damage (+2)d(+0) with claw/hand attacks
Increase Tail Damage (+0)d(+4) with tail attacks
Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
Psi15 Minor Powers Cost Effect Color Age
Affect Normal Fires 3 Affect Normal Fires Red 3
Audible Glamer 3 Audible Glamer Emerald 3
Blink 1 Blink Adamantite 1
Charm Person 1 Charm Person Crystal 1
Create/Destroy Water 3 Create/Destroy Water Blue 3
Flame Walk 1 Flame Walk (self) Emerald 1
Magic Missile 1 Magic Missile Adamantite 1
Polymorph Self 1 Polymorph Self Adamantite 1
Water Breathing 1 Water Breathing (self) Amethyst/Black 1
Water Walking 3 Water Walking Amethyst 3

Physicalist


Psi15 Major Alterations/Powers

Psi15 Major Alterations Effect
Add Immunity Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Dial-a-Breath Element (<) You can use any element with E factor less than your normal breath.
Psi15 Major Powers Cost Effect Color Age
Color Spray 4 Color Spray Crystal 4
Corrupt Water 6 Fouls water/potions/elixirs CL*10 cu' Black 6
Darkness 4 Darkness CL*10' radius Black 4
Druid Shapechange 6 Druid Shapechange (to Reptile/Fish, Bird, or Mammal) Amethyst 6
Dust Devil 6 Dust Devil Blue 6
Gust of Wind 7 Gust of Wind White 7
Heat Metal 6 Heat Metal Red 6
Hold Person 7 Hold Person Emerald 7
Hypnotism 4 Hypnotism Emerald 4
Ice Walking 4 Ice Walking (can walk across ice/slippery surfaces without falling) White 4
Melf's Minute Meteors 6 Melf's Minute Meteors Emerald 6
Neutralize Poison 4 Neutralize Poison Amethyst 4
Pyrotechnics 4 Pyrotechnics Red 4
Sound Imitation 4 Sound Imitation (Mimic Voices) Blue 4
Suggestion 6 Suggestion Green 6, Crystal 7
Warp Wood 7 Warp Wood Green 7
Water Breathing 4 Water Breathing (self or other) Green 4

Physicalist


Psi15 Grand Alterations/Powers

Psi15 Grand Alterations Effect
Add Global Resistance Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
Dial-a-Breath Element (=) You can use any element with E factor equal to or less than your normal breath.
Psi15 Grand Powers Cost Effect Color Age
Animate Rock 10 Animate Rock Emerald 10
Control Weather 10 Control Weather Amethyst 10
Control Winds 10 Control Winds Blue 10, Crystal 11
Detect Gems 10 Detect Gems, kind and number Red 10
Entangle 9 Entangle Green 9
Freezing Fog 11 Obscures vision 100' r, thin layer of ice on all surfaces 100' r White 11
Hypnotism 9 Hypnotism, up to CL targets Red 9
Luckscale 9 (Must have scales to use) Luckstone effect for 1 day Crystal 9
Otiluke's Resilient Sphere 8 Otiluke's Resilient Sphere Amethyst 8
Pass without Trace 11 Pass without Trace Green 11
Plant Growth 8 Plant Growth Black/Green 8
Reflecting Pool 9 Reflecting Pool Amethyst 9
Suggestion 8 Suggestion (up to CL targets) Red 8
Summon Insects 10 Summon Insects Black 10
Ventriloquism 8 Ventriloquism Blue 8
Wall of Fog 9 Wall of Fog White 9

Psi15 Super Alterations/Powers

Psi15 Super Alterations Effect
Add Global Immunity Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
Psi15 Super Powers Cost Effect Color Age
Charm Reptiles 12 Charm Reptile/Dragon (no save, can use IR) Black 12
Geas 12 Geas Emerald 12
Hallucinatory Terrain 12 Hallucinatory Terrain Blue 12

Physicalist


List of Elements (Normal, Para, Quasi)

NORMAL ELEMENTS (E=1):
Air
Earth
Fire
Water
Wood {extra +1}
Flesh {extra +2}
Original Time {extra +12}
PARA ELEMENTS (E=2):
Acid (Fire+Water)
Alcohol (Air+Fire+Water)
Cold (Air+Water)
Composite (Air+Ear+Fir+Wat)
Fungus/Seaweed(Wood+Wat)
Glass (Air+Earth+Water)
Heat / Warmth (Air+Fire)
Magma / Lava (Earth+Fire)
Metal (Earth+Fire+Water)
Ooze / Mud (Earth+Water)
Shards (Air+Earth)
Sound (Air+Earth+Fire)
Thorns/Thicket (Wood+Earth)
ENERGY ELEMENTS (E=2 or +1):
Negative Energy / Death
Positive Energy / Life
Shadow (Negative+Positive)
Chaos, Law
Darkness, Light
Holy {incl. Eldritch / Unholy}
Magic
Psionic / Thought
Radioactive {extra +1}
Anti-Magic {extra +1}
Anti-Psionic {extra +2}
Anti-Radioactive {extra +3}
Godly {extra +6}
Anti-Godly {extra +9}
QUASI ELEMENTS (E=3):
Ash / Cinder (Fire+Negative)
Bark (Thorns+Negative)
Blizzard (Cold+Positive)
Blood (Glass+Positive)
Bone (Flesh+Negative)
Dust (Earth+Negative)
Firestorm (Magma+Positive)
Fog (Cold+Shadow)
Ice / Snow (Cold+Negative)
Impact (Water+Shadow)
Inertia (Earth+Shadow)
Lightning (Air+Positive)
Magnetism (Metal+Positive)
Minerals (Earth+Positive)
Mist (Heat+Shadow)
Napalm (Heat+Positive)
Plasma (Fire+Shadow)
Poison (Alcohol+Negative)
Quicksand (Ooze+Negative)
Radiance (Fire+Positive)
Rainbow (Composite+Pos.)
Rot (Wood+Negative)
Rust (Metal+Negative)
Salt (Water+Negative)
Sand (Glass+Negative)
Silence (Sound+Negative)
Silt (Ooze+Negative)
Silverglade (Thorns+Positive)
Slag / Tar (Magma+Negative)
Smoke (Heat+Negative)
Splinters (Wood+Air+Shadow)
Storm (Ooze+Positive)
Sugar (Alcohol+Positive)
Steam (Water+Negative)
Thunder (Sound+Positive)
Vacid / Umbra (Comp.+Neg.)
Vacuum (Air+Negative)
Verdant (Wood+Positive)
Vibration (Air+Shadow)

Physicalist


List of Elements (others)

HOLY PARA-ELEMENTS (E=3):
Aether (Composite+Holy)
Forbiddance (Air+Holy)
Grave (Earth+Holy)
Holy Water (Water+Holy)
Pyre (Fire+Holy)
MAGICAL PARA-ELEMENTS (E=3):
Force (Air+Magic)
Tempest (Composite+Magic)
Mithril (Metal+Magic)
HOLY QUASI-ELEMENTS (E=4):
Eldritchiron (Iron+Holy+Shad.)
Heaveniron (Iron+Holy+Pos.)
Helliron (Iron+Holy+Neg.)
MAGICAL QUASI-ELEMENTS (E=4):
Adamantite (Mithril+Positive)
Animation (Force+Positive)
Chromatic (Tempest+Neg.)
Disintegration (Force+Neg.)
Harming (Magic+Negative)
Healing (Magic+Positive)
Prismatic (Tempest+Pos.)
MAGICAL HOLY ELEMENTS (E=5):
Nether (Holy+Magic+Neg.)
Spirit (Holy+Magic+Pos.)
SEMI-ELEMENTS (E=4):
Aexus (Chaos+Anti-Time)
Conduit
Diamond (Earth+Gravity)
Gravity
Imprisonment, Freedom
Nexus (Chaos+Time)
Time / Temporal
Void
Anti-Time {extra +3}
ULTRA-ELEMENTS (E=7):
Annihilation
Creation
Hole / Anti-Hole
Loop / Looporal
Anti-Loop {extra +6}
EXOTIC ELEMENTS (varies):
Abyssal Water (Water + Chaos + Imprison.) {6}
Colorpool (Water + Magic + Conduit) {7}
Furnace (Metal + Radioactive) {4}
Metallic (Composite + AntiMagic + Neg.) {5}
Rainbow Silver (Rainbow + Silver + Anti-Psi) {10}
Solid Neutronium (Gravity + Any Chem + Conduit) {13}
The Nothing (Anti-Psi + Void) {7}
Venderant Nelaborong (Godly + Aexus + Holy
+ Radioactive + Slag) {17}
Vibranium (Vibration + Disintegration) {6}

Physicalist


List of Elements (Chemical)

CHEMICAL ELEMENTS (E=5):
Hydrogen 1
Helium 2
Lithium 3
Beryllium 4
Boron 5
Carbon 6
Nitrogen 7
Oxygen 8
Fluorine 9
Neon 10
Sodium 11
Magnesium 12
Aluminum 13
Silicon 14
Phosphorus 15
Sulfur 16
Chlorine 17
Argon 18
Potassium 19
Calcium 20
Scandium 21
Titanium 22
Vanadium 23
Chromium 24
Manganese 25
Iron 26
Cobat 27
Nickel 28
Copper 29
Zinc 30
Gallium 31
Germanium 32
Arsenic 33
Selenium 34
Bromine 35
Krypton 36
Rubidium 37
Strontium 38
Yttrium 39
Zirconium 40
CHEMICAL ELEMENTS (E=5):
Niobium 41
Molybdenum 42
Technetium 43
Ruthenium 44
Rhodium 45
Palladium 46
Silver 47
Cadmium 48
Indium 49
Tin 50
Antimony 51
Tellurium 52
Iodine 53
Xenon 54
Cesium 55
Barium 56
Lanthanum 57
Cerium 58
Praseodymium 59
Neodymium 60
Promethium 61
Samarium 62
Europium 63
Gadolinium 64
Terbium 65
Dysprosium 66
Holmium 67
Erbium 68
Thulium 69
Ytterbium 70
Lutetium 71
Hafnium 72
Tantalum 73
Tungsten 74
Rhenium 75
Osmium 76
Iridium 77
Platinum 78
Gold 79
Mercury 80
CHEMICAL ELEMENTS (E=5):
Thallium 81
Lead 82
Bismuth 83
Polonium 84
Astatine 85
Radon 86
Francium 87
Radium 88
Actinium 89
Thorium 90
Protactinium 91
Uranium 92
Neptunium 93
Plutonium 94
Americium 95
Curium 96
Berkelium 97
Californium 98
Einsteinium 99
Fermium 100
Mendelevium 101
Nobelium 102
Lawrencium 103
Rutherfordium 104
Dubnium 105
Seaborgium 106
Bohrium 107
Hassium 108
Meitnerium 109
ANTI-CHEMICAL ELEMENTS (E=6):
Anti-Hydrogen -1
Anti-Helium -2
Anti-Lithium -3