a blog of short and medium length ttrpg thinking posts

Friday, December 22, 2023

spirit masters

Being psionics rules, because I've been reading the Saga of the Pliocene Exile and realized some specific debts that the 3e Psionics Handbook owes to it.

These assume you're using a standard six-attribute score array and that modifiers are on the "one-third score minus 3" schedule, and might need adjusted if you're using the WotC "half score minus 5" schedule.

a smiling man's face surrounded by a glowing halo in front of a starfield
Artist: Stephen Fabian, cover of The Adversary by Julian May

The human spirit is capable of marvelous things when properly disciplined. Masters speak of five awakened faculties, each of which has several modes.

  • Spirit Manifestation of energy, illusions and even substance. Associated with Dexterity.
  • Spirit Transportation of creatures and objects. Associated with Constitution.
  • Spirit Probing of other minds and spirits. Associated with Intelligence.
  • Spirit Discernment beings, surroundings or thoughts without the use of the senses. Associated with Wisdom.
  • Spirit Binding the bodily and spiritual faculties of others. Associated with Charisma.

Spirit Masters (HP, saves & advancement as magic-users) are always awakened, but any character has a chance to be equal to the sum of their attribute penalties in 20. Awakened characters start with two modes they are able to use. Masters learn an additional mode for every odd-numbered level they have.

Using spirit powers is taxing. Each use of a power costs energy (= encumbrance slots until next night's rest, or 1d4HP if no slots remain); however Spirit Masters have reserves of energy equal to their level to use each day without fatiguing themselves. Characters can only use modes in faculties if they have a positive bonus in its associated attribute. Furthermore, they cannot spend more energy in any mode than their their bonus in its associated attribute or half their Spirit Master level, whichever is higher.

Mental Contact

A spirit or awakened character can make mental contact with an intelligent being by touching it, making eye contact or speaking its name in its hearing. Characters in mental contact may bespeak one another, mind-to-mind, even if they do not share a language. Most creatures cannot bespeak anything that they believe to be false.

Being in mental contact is not without risks. All binding and probing modes require mental contact. Awakened characters with these modes are aware of all attempts to make contact with them while they are conscious, and can use them to refuse contact. 

To force contact, an awakened character must roll 1d20 + the attribute bonus of their mode + energy used on it and reach a target number based on the type of mode they are using and the mode of defense chosen:

  • Defensive binding walls off the mind behind a fortress-like wall. A probe must beat a 9, binding a 12 and discernment a 15.
  • Defensive discernment allows the mind to drift on the wind, evading contact. A binding must beat a 9, discernment a 12 and probe a 15.
  • Defensive probing leaves nothing to hold on to in an empty mind. A discernment must beat a 9, probe a 12 and binding a 15.

The aggressor always spends their energy, but the defender only does if they repel contact. 

If contact is made, characters still get a will save (vs spells) to resist the effect of a hostile mode. Awakened characters who make the roll may break contact.

Mode Descriptions

Unless otherwise noted, modes last for minutes equal to the associated attribute.

Binding Modes

  • Disable (1) — target cannot use a language, limb or sense of your choice for a few minutes.
  • Coerce (2, requires Disable) — target cannot take any action or speak any words (your choice which) except the one you designate as long as you maintain concentration. They may choose to remain still/silent.
  • Lock (2, requires Disable) — target cannot use any awakened faculties.
  • Puppet (2/3, requires Coerce) — your spirit enters an otherwise inanimate/living body which you control as if it were your own. Until you return to your own body by touching it, it will lose 1HP every sunset or sunrise.
  • Drain (*) — the target loses 2d4 HP and you gain the total, minus one, in energy until sunset or sunrise. If the target saves or fends off contact, you lose 2 energy instead.

Discernment Modes

  • Mass Sense (1) — extends through a few dozen yards through open air, a yard of earth a or an inch of stone or wood. As long as you concentrate, you are aware of the placement, shapes and sizes of all solid bodies therein.
    • Every additional point of energy you are able to spend on discernment powers doubles these ranges.
  • Mind Sense (1) — as mass sense, but instead gives awareness of minds and whatever most occupies their attention. Mental contact may be made with all, some or none of them, at your discretion.
  • Project (1/2/3, requires Mass or Mind Sense) — your sense of presence travels from your body as a disembodied spirit, up to 2/5/18 miles. Until you find and return to your body, you may travel through open air at the speed of thought, but 
    • your body lies unconscious at takes 1 point of damage with every sunrise and sunset.
    • you do not regain any energy.
    • may only pass a threshold if the house is abandoned or you have slept within.
  • Consult (2) — you reveal whether a single question can be definitely answered. 
  • Divine (2d4) — finds a short, true answer to a single question. If the question has no definite answer, you instead take the energy cost in damage.

Manifestation Modes 

  • Bolt (1+) — throws an arc of energy at one nearby target, dealing 2d6 damage for each point of energy. A reflex save [vs breath] halves the damage.
  • Glamor (1) — creates sense-displays for anyone in mental contact with you. While you concentrate, these otherworldly sensations are limited only by your imagination.
  • Radiance (1/2/3) — a soft glow provides light (as twilight) and heat for 5/10/20 nearby people until the next sunrise or sunset. You may gather it together into a bright blaze that cooks food for (or deals 1d6 damage/round to) that many people over 2d4 rounds, though this ends the effect.
  • Figment (2, requires Glamor) — creates an independent phantom for any two senses of your choice. Unlike a Glamor, this mode does not require mental contact or concentration, and the phantom can be detected by ordinary recording equipment.
  • Substance (3+, requires Figment and a transport mode) — creates up to sixteen pounds of earth, stone or water, four pounds of horn, leather or wood, one pound of base metal or four ounces of precious metal for every point of energy spent, which evaporates with sunrise or sunset. Creatures who consume the substance take no ill effect but their hunger or thirst returns when it disappears.
  • Construct (3, requires Figment and a probing mode) — you create a phantom, perceptible to all senses and recording devices. Until sunrise or sunset, it will follow up to three instructions you give it, which can be conditional or to be carried out in sequence. The phantom can move as fast as a bird through the open air, but cannot cross a threshold unless the house is abandoned or you have slept therein. 
a woman stands with a spear, eyes glowing as a implike shape takes form in the air before her
Artist: Sam Wood, Manifesting a Metacreativity Power

Probing Modes

  • Search (1/2) — if a a particular conscious/unconscious memory that you describe exists within the target's mind, you may re-experience it together.
  • Publish (1) — you place a memory or set of memories at the forefront of your mind, so that anyone who could make mental contact with you (even if they have not) can examine it.
  • Redact (2, requires Search) — submerges a conscious memory into the target's unconscious. When given a strong trigger of the memory, they may make a will save (vs spells) to regain it.
  • Balance (1/2/3) — neutralizes one emotion/wound/disease affecting the character. Balancing emotions calms the target and may allow a reaction to be rerolled. Balancing a wound or disease allows recovery as an additional day of rest would.
  • Program (+1 to any a binding mode) — you program up to three triggering situations to activate in those situations. For a number of days equal to your Intelligence, if those situations occur, the target is affected by the mode.
  • Subtlety (+1) — the target of your mode believes its effects are natural or come from within, rather than being a foreign influence, if they fail their save.

Transportation Modes

  • Float (1+) — makes a total mass you designate of about your bodyweight float lazily through the air at your command within a few dozen yards as long as you concentrate on it. Each additional point of energy doubles the range and increases the mass eightfold.
  • Impulse (1+) — something up to an eighth of your bodyweight a few dozen yards (and half as high into the air). Each additional point of energy increases the mass you can move eightfold; smaller masses fly commensurately farther, but take (and deal, to whatever they strike) damage as from a Bolt of the excess energy.
  • Atmosphere (1/2) — stills/creates winds for a few dozen yards around you as long as you concentrate on it. Keeps the rain off, if you wish to.
    • As with Mass/Mind Sense, every additional point of energy that you are able to spend on this power doubles its range for the same cost.
  • Support (Float +1) — rather than floating through the air, creatures in mental contact with you can run through the air as though solid ground existed wherever they wished to step.
  • Forceful (+1) — the target loses 1 (more) energy whether or not they make their save or fend off contact.

a golden figure levitates over an army of fantastically armored warriors
Artist: Michael Whelan, cover of The Golden Torc by Julian May
Mental Concert

Awakened characters may pool their faculties and act in concert. To form a concert, the characters must between them use the Mind Sense discernment, Drain binding and Balance probing modes. Everyone in mental contact with them may pool all the energy they have to contribute and place it in the hands of one character who acts as conductor. Then increase that pool by one-third. After the concert, reduce the pool by a quarter and redistribute remaining energy to the characters as the conductor wishes.

Total up the maximum energy each character in the concert could spend on each faculty; for every time that this doubles the conductor's allowance (or if the conductor has none for that faculty), increase their allowance by 1 for the duration of the concert.

three adventurers stand, manifesting a swirling vortex of colorful energy above their heads
Artist: Wayne Reynolds, Metaconcert

1 comment:

  1. Lovely! A rare treat to see the Saga referenced, let alone used to inspire as thorough a take on psionics as this.

    ReplyDelete