Psionics In Star Wars Revisited - Seawolf's Den

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Psi in Star Wars: Psi Adept - Version 3.0Psionics in Star Wars Revisited - Psionics In Star Wars d20Explaining Psionic Powers is a little difficult in Star Wars. In the Star Wars universe, there are a few rareindividuals who possess psionic powers. The explanation to follow is one opinion on how to integrate itinto the Star Wars Universe. It's simplistic so it won't over power the game, but still be a part of the game.To start with, in the Star Wars d20 system, there is a new class called Psi-Adept, also known as a Psionic orPsi. It's like a Force Adept, and can be considered an offshoot of that class but a little different. The Forceis an obvious component in Psionic Powers. The difference lies in the amount and focus. By definition,the Force surrounds everything in the universe, and the Jedi accesses that Force for his powers. A Psi, onthe other hand, only accesses his own personal Force and manipulates it with his mind and will power.In any case, whether starting out as a Psi-Adept or multi-classing into it, the character must have chosen theForce Sensitive Feat. A Psi-Adepts has access to a limited list of Force Powers and an array of Feats.These powers and feats will be listed below, and are basically smaller manifestations of the Jedi skills inthe Star Wars Revised Core Rulebook.IMPORTANT NOTE: Force-User Classes CAN NOT multi-class into this Class.Class: Psi AdeptLevelBase AttackBonusFort SaveRef SaveWill SaveSpecialDef BonusRepScore1 0 1 1 2Starting Feats,Lesser Force User 3 02 1 2 1 3Psi-Crystal Base 0 4 0Enlightenment,Bonus Psi Feat 4 03 2 2 2 34 3 3 2 4Psi Crystal 1 4 0 5 1 5 1 6 15 4 3 2 4Enlightenment,Psi Crystal Base 26 5 3 3 5Bonus Psi Feat7 6/ 1 4 4 68 7/ 2 4 4 6Psi Crystal Base 3 6 19 7/ 2 4 4 7Bonus Psi Feat 6 2Psi Crystal Base 410 7/ 2 5 5 711 8/ 3 5 5 7 7 2 7 212 8/ 3 6 6 8 7 213 9/ 4 6 6 8 8 314 9/ 4 6 7 8 8 9 315 10/ 5 7 7 916 11/ 6/ 1 7 7 9Bonus Psi Feat 9 3Bonus Psi Feat 10 317 12/ 7/ 2 7 8 10Bonus Psi Feat 10 418 13/ 8/ 3 8 8 11Bonus Psi Feat 10 419 14/ 9/ 4 8 8 11Bonus Psi Feat 10 420 15/ 10/ 5 9 8 12Psi Crystal Base 6 11 4Bonus Psi FeatPsi Crystal Base 5The Psi-Adept is a Force user that has limited access to the Force. He can only access and manipulate hisown Force to influence the world around him, using shear will power.The Force Level of a Psi-Adept is his level in Psi-Adept. Sometimes that is also referred to as Psi-Level.They are used interchangeably throughout the text to follow.1

Psi in Star Wars: Psi Adept - Version 3.0Game Rule InformationClass FeaturesAbilities: The Psi-Adept centers on, Wisdom andCharisma, as these influence most of their Force Skills.Intelligence is also largely used.Starting FeatsWeapons Group Proficiency (simple weapons)Weapons Group Proficiency (blaster pistols)Force SensitiveEnlightenmentPsi-AbilityOne Psi FeatClass Limitation: Force-using Classes CAN NOT multiclass into Psi-Adept. Force Adept, Jedi Consular and JediGuardian cannot multi-class into this class.Vitality: 1d8 plus Constitution modifier per Level.Lesser Force User: From 1st Level onward, the Psi startsout disadvantaged with respect to the Jedi and other"higher" Force Users. Because the Jedi use the Force thatis all around them, while the Psi uses his own personalForce, the Psi is disadvantaged when going up againstanother Jedi and other Force Users.Class SkillsSkill Points at 1st Level: (6 Int modifier) X 4Skills Points at Each Additional Level: 6 Int ModifierLimited Force Skills: The Psi-Adept is limited to certainForce Skills. The other Force skills are NOT available tothe Psi-Adept and cannot be used or purchased with skillpoints.Based on the difference in Force Level vs. Psi Level, thePsi suffers DC penalties when using Psi abilities againstthe Jedi:Available/Class Force SkillsJedi's Force Level - Psi-Adept's Psi LevelDC AlterLess than 00WisForce0 5Enhance AbilityConForce1-5 10Enhance SenseWisSense6-10 15Heal SelfConControl11-20 20Move ObjectIntAlterTelepathyWisSenseForce SkillsAbilityFeatAffect MindChaEmpathy21 25rdEnlightenment: At 3 and 5 , the Psi-Adept gains abonus feat Alter, Control or Sense. However, Sense mustbe the last thing the Psi-Adept learns.Psi Adept Class Skills Computer UseIntCraftIntDiplomacyChaGather lotDexProfessionWisRead/Write LanguageNoneSense MotiveWisSpeak LanguageNoneSpotWisthControl: Psi-Abilities focus on personal use of ones ownForce or spirit, through the power of the mind. This is alimited use of the Force, not allowing a lot of the Controlbased abilities of the Jedi. However, there are some andsome Psi-Feats require Control as well.Sense: The hardest thing a Psi can learn is using his mindto sense beyond himself and his normal senses. Sensemust be the last thing the Psi-Adept learns.Ignore the wordage of Alter, Sense, and Control when itapplies to Class Force Skills and the Psi-Adept. TheForce skills listed above are the ONLY force skillsavailable to the Psi-Adept (until a special ability orprestige class allows more)Bonus Feats: At certain levels, Psi-Adept gets a BonusPsi-Feat. This Feat must be chosen from the Psi Featslisted below.2

Psi in Star Wars: Psi Adept - Version 3.0Psi-Crystal: At Level 2, Psi-Adepts have the uniqueability to link into the power of a crystal and gemstones,and draw upon its’ inherent power. Each crystal isdifferent, based on color and quality.Quality is also based on the Purity of the Crystal or Gem.Purity is determined by a d% roll on the following table.The Base Psi Crystal Bonus at Level 2 is 0. But thisBase gradually goes up as the Psi-Adept's Level goes up.At Psi-Level 4, it's at 1 and at Level 5, it goes to 2. AtLevel 8, it raises to 3, and at Level 10, 4 and so on.D%Add the Base Psi-Crystal Bonus to the bonus based onQuality and Craft (see below Craftsman/Quality) to getthe Total Psi-Crystal Bonus. This changes as thecharacter's Psi-Level goes up.The Color associates the crystal to its Force ElementalLink. This is the Force Elemental tie that governs inusage and power to a Psi.Color TableColorElemental LinkRedFire, PassionPurpleEmotions,LeadershipBlueWater, PeaceGreenYellow/ GoldEarth, Nature,Healing,ChangeKnowledge,Strength ofMind, StarsClear/ WhiteLifeforce,Willpower, AirBlackStamina,PhysicalStrength, SpaceBrownSensesEffectBonus to Attack, orIntimidateBonus to Empathy, orDiplomacyBonus to any one Psionicfeat roll or SwimmingBonus to Survival or TreatInjury or any one Alterbased Psi skill checkBonus to any oneKnowledge skillBonus to Will checks orany one Control base Psiskill checkBonus to FortitudeChecks or checks thatinvolve Strength BonusBonus to Spot or Listen orany one Sense basedPsi-skill checkThe Quality is not only the purity of the crystal, but alsothe craftsmanship. Raw crystals contain power, butwithout crafting, the power can not be accessed to itsfullest.Craftsman/Quality TableQualityApprentice ModerateNon-Force User 2 3Psi-Adept 3 4Jedi 4 5CraftsmanMaster 4 5 6Raw Crystals: Unrefined Crystals can be tapped, but onlysupply a 1 Bonus.Purity Modifier to QualityModifierD%Modifier01-10-551-60 111-20-461-70 221-30-371-80 331-40-281-90 441 – 50-191-100 5Crafting the Crystal: Regardless of what type of ForceUser crafts it, the craftsman must have the skill Craft(Psi-Crystal) to make an eligible Crystal.CraftsmanRanks in Craft (Psi-Crystal)Apprentice 1 to 4Moderate 5 to 10Master 11 upMaking the Link: In order to make the link, the Psi-Adeptmust Will saving throw vs. a Psi-Crstyal's DC (1d20 Psi-Crystal's Bonus. NOTE: Record this DC as the PsiCrystal’s DC for later use.). This roll is only made once.The Type of Bonus based on the Color must be decidedon before hand (i.e. if the Psi is seeking a bonus for Swimor a specific Psionic Feat from a Blue Psi-Crystal). Oncethe roll is successful, the link is made permanently untilthe Psi-Crystal is destroyed.Only ONE crystal can be possessed and used for thebonus at a time.A link can be severed without a roll (The player simplystates he is severing the link), but the Psi- Crystal’s DC isincreased by 10 each time it’s severed, if the Psi-Adeptwants to try again later.If the Psi-Crystal is destroyed after the Link is made, thePsi-Adept must make a Fortitude Saving throw (DC 15)to avoid taking (Psi-Level)d4 Vitality Damage at themoment of destruction.Example: To create a crystal, a 6th Level Psi obtains araw red crystal. He is a 9th level Psi Crystal craftsman, soon a successful Craft roll, the Crystal is of Moderatequality. This gives the Crystal a 4 Crystal bonus. At thistime, the Psi receives a 5 bonus to the chosen purpose(Bonus to Attack). At 10th Level, the bonus will go up to 6.3

Psi in Star Wars: Psi Adept - Version 3.0Psi-FeatsPsi-Feat ListAnd Available Force Feats to the Psi AdeptPsi-Adepts only have certain Force Feats available tothem. To follow is the list of different Feats that the PsiAdept can choose from. The Psi Adept can choose any ofthe non-Force Feats, but is totally limited to this list ofForce and Psi-Feats.Note: Force and Psi Level are used belowinterchangeably. They are the same things.FeatPrerequisiteAnalysisPsi-Ability, Psi-chometryClairaudiencePsi-Ability, Listen 4 , SenseClairvoyancePsi-Ability, Spot 4 , SenseAnalysisA character using this Psi Feat, through a special use ofthe Psi's Sense and Telepathy, has a chance to pick up anitem and figure out its intended use.Prerequisites: Psi-Ability, Psi-chometryBenefit: With a successful Telepathy roll, the Psi-Adeptis making a link with the psychic impression left on anitem, that reveals the use of that item. The Psi senses thePsionic impressions left on the item by those that used itand can read how they used it or what they used it for.Physical contact with the item is required. Base difficultyis 10, but may have various modifiers based on the item.Complex items get a 5; Alien artifacts 8. See belowtable for Time Modifiers.ConfusionPsi-Ability, Affect Mind 4 CryokinesisPsi-Ability, Move Object 8 DissipateKineticsPsi-Ability, Move Object 4 , Force Level3 , ControlTime since item has beenused can be measured in DistractionPsi-Ability, Affect mind 2 , Telepathy 3 FrightenTime ModifiersMod toDCVitalityCostDays 1 1Psi-Ability, EmpathyWeeks 3 2Mind ProbePsi-Ability, Telepathy 4 Months 5 3ParalyzeYears 8 6Psi AbilityPsi-Ability, Confusion, Affect Mind 8 Force-SensitivePsi-StrikePsi-Ability, Affect Mind 4 , Telepathy 4 Psi-IllusionPsi-Ability, Affect Mind 4 Psi-chometryPsi-Ability, Telepathy 4 PyrokinesisPsi-Ability, Move Object 4 ,ShieldPsi-Ability, SenseClairaudienceTimereadPsi-Ability, Psi-chometry, Telepathy 8 A character with this Psi Feat can "listen" throughanything from a perspective he is not currently in.All the above are new Psi-Feats and are described below.Most are linked to an existing Force Skill, and arerefinements of these Skills. These Feats will have a prerequisite Level in that particular Force Skill as well as aForce Feat and maybe the Psi Adepts Force Level.Vitality Cost: This Vitality Cost is not in addition to theVitality spent using any Force Skills the Feat require. Itreplaces the cost to the Force Skill used in the Feat, whereapplicable.Existing Force Feats Available to Psi-AdeptFeatAlterAttunedAwareDissipate EnergyCompassionControlForce MasteryHigh Force MasteryLinkMind Trick.SenseRCB page105106106Centuries 10 12Millennia 15 15Older 20 20Vitality Cost: 3 Vitality Points additional cost (seeabove table).Prerequisites: Psi-Ability, Listen 4 , SenseBenefit: With a successful Listen check vs. the DC set bythe Clairsentience Range Table (see below), Senseenhances his hearing ability and the Psionic can hear as iflocated at the Target Location. This occurs regardless ofwalls, and any other obstacle between him and the targetlocation. One requirement, however is that the Psi musthave visited that Target location prior or see it from hislocation.Vitality Cost: 1 per minutes listeningClairvoyanceA character with this Psi Feat can "see" a distance in anarea he has no perspective in.107Prerequisites: Psi-Ability, Spot 4 , Sense107107108110112112115Benefit: With a successful Spot check vs. the DC set bythe Clairsentience Range Table (see below), Senseenhances his sight ability and the Psionic can see as iflocated at the Target Location. This occurs regardless ofwalls, and any other obstacle between him and the targetlocation. One requirement however is that the Psi must4

Psi in Star Wars: Psi Adept - Version 3.0have visited that Target location prior or see it from hislocation.difficulty and the Vitality Cost is determined by thetarget, as shown in the table below.Vitality Cost: 1 per minutes seeingIf used against a organic target, the GM has the option togive a Dark Side point. Targets that are successfullyfrozen receive 1d6 damage immediately. For every rounduntil thawed, the target takes an additional 1d6.Clairsentience Range TableRange to Target LocationDifficulty1 meter85 meters1010 meters1215 meter1520 meters30 meters50 meters 10 metersCryokinesis TableDCIncrease toVitality CostDry Paper, kindling, water (freeze)10 018Gasoline or similar flammable, dry wood26 120Dry Cloth, seasoned lumber, hair11 230Plastic, green wood, leather20 3 5Reinforced cloth, organic or flesh26 6Armor, Synthsteel35 10TargetConfusionMetal, Stone37 15This Psi Feat allows a character to try to confuse theenemy.Strong Steel50 25Object is Wet-5-2Prerequisites: Psi-Ability, Affect Mind 4 Object is bone dry 5 5Benefit: With a successful Affect Mind (pg 77, RevisedCore Rulebook), the target is confused for a period oftime and cannot act. Roll 1d10 on the Confusion Table.Duration is the Psionic’s Psi-Level in rounds.Vitality Cost: 6 additional based on target. SeeCryokinesis Table.Confusion is a full-round actionThe ability to use Move Object skill to deflect physicalattacks like ballistic or melee attacks. This Feat workssimilar to Dissipate EnergyConfusion Table (Roll 1d10)Dissipate KineticsRollEffect1The target sits down to think things over. He doesnothing else.2The target begins weeping or laughinguncontrollably. A –6 to all physical actions.3The target walks around randomly as if he is lost.4The target becomes fascinated with one action andwill perform or watch it to the exclusion of all else.5The target attacks the nearest character, no matterwho it is.If you ready an Attack action to dissipate kinetics, thedifficulty is reduced to 5 plus the damage inflicted.6The target attacks everyone (different charactereach turn).NOTE: Note effective against Vitality damage.7The target attacks the nearest large machine orcreature.8The target walks up to the nearest character, throwshis arm around his should, and begins discussingthe philosophy of life9The target is so confused he begins to swoon. A -8to all actions10The target rolls over and falls asleep.Vitality Cost: 4CryokinesisThe Psi can freeze something with a thought; mentallyslow the molecules down.Prerequisites: Psi-Ability, Move Object 6 , ControlPrerequisites: Psi-Ability, Move Object 4 , Force Level3 , ControlBenefit: If the Psi-Adept takes Wounds from PhysicalWeapons, The Psi-Adept must roll a Fortitude savingthrow, vs. 10 plus the damage inflicted (double if criticalhit). If the Feat roll is successful, the attack inflicts nodamage. If it fails, the damage is dealt normally.Vitality Cost: 4DistractionThis Psi Feat allows a character to try to distract theenemy with headaches or body pain.Prerequisites: Psi-Ability, Affect Mind 2, Telepathy 3Benefit: With a successful Affect Mind (pg 77, RevisedCore Rulebook), the target is suffers from severeheadaches and pains, causing a penalty to all actions.Duration is the Psionic’s Psi-Level in rounds. This effectsall rolls, including Skills, Attacks and Saves. The roll canbe modified by spending Vitality, 1 per 1 to the Roll.Distraction is an Attack actionVitality Cost: 3 1 per Point to the roll.Benefit: When focusing on a specific target using MoveObject, the Jedi can slow the molecules of that targetdown with the intention of freezing the target. The base5

Psi in Star Wars: Psi Adept - Version 3.0Paralyze is a full-round action.Distraction Penalty TableVitality Cost: 6Affect Mind RollBonusPsionic IllusionUp to 4-15-14- Psi-Level /3This Psi Feat gives the user the ability to create illusionsin the mind of the target.15-24- Psi-Level /2Prerequisites: Psi-Ability, Affect Mind 4 25 - Psi LevelBenefit: The target or targets must be within 10 metersper Psi-Level of Psi-Adept. With a successful AffectMind, the Psi-Adept creates an illusion that the target(s)see. The Psi-adept chooses the target(s). See below formultiple targets. Such illusions have all the verbal, visual,and olfactory aspects they normally would, but can causeno damage and have no physical form. It automaticallyfades after 5 rounds per Psi-Level. If the illusion is ofsomething silly, confusing, or extremely contradictory,then the GM should secretly roll a Will saving throw forthem to disbelieve it, difficulty based on the roll (usingthe Frce User Illusion Table – RCB pg 92).FrightenA character with this Psi-Feat can attack an enemy's id,releasing from within it an unreasoning fear. This isunlike the Jedi power Fear, in that the Jedi does not knowthe fear he releases. All he knows is he has triggered fear.A Dark Side point for the use of this is optional to theGM.Prerequisites: Psi-Ability, EmpathyBenefit: A successful use of Empathy check with this featcause the target to cower in fear for a time based on thesuccess. This is a Empathy roll (see SW RPG RCR pg.84-85) with effects. If the Will saving throw fails, thetarget cowers in fear for rounds equal to the Psi-Adept’sPsi-LevelFighten is an Attack ActionVitality Cost: 1 (2 if critical failure)Mind ProbeThis allows the Psi to strip down the target's mentaldefenses and read the target's inner thoughts.Prerequisites: Psi-Ability, Telepathy 4 Benefit: With use of Telepathy, the Psi-Adept can readthe thoughts of a target. The target is consideredunfriendly (DC 15 or Will saving throw, which ever ishigher). It is not subtle. The attempt can not be hiddenfrom the target unless the Psi gains a 10 success over theDC.For every 2 points over the difficulty, the Psi gains onespecific piece of information (GM’s discretion).The only sure way the probe can go undetected is if thetarget us unconscious.Vitality Cost: 4 1 point for every piece of informationobtained.ParalyzeThis Psi Feat allows a character to mentally attack themotor system of an enemy's brain.Prerequisites: Psi-Ability, Confusion, Affect Mind 8 Benefit: On a successful Affect Mind (see Affect Mindtable, RCB pg 77), the target becomes completelyparalyzed for 1d6 1 per Psi-Level of the Psi-Adept, inrounds. The target cannot move or speak, but he can see,hear, smell, and use Force/Psi skills that do not involvemovement. Only a creature with a organic brain can beparalyzed (including cyborgs). No drug can override thismentally inflicted paralysis.The Psi-Adept can affect the number of people equal tohis Psi-Level. The Affect Mind roll receives a penalty. –1 per person over his Psi-Level, in the group beingeffected. The illusion they all see must be the same.Also, for every person beyond his Psi-Level, the VitalityCost goes up 1.Psi-Illusion is a full-round actionVitality Cost: 4 ( 1 for every person after the primary prfirst that is effected by the illusion)Psi-AbilityThis is the general Feat that symbolizes the fact that thecharacter is a Psi-User, not a Jedi. Although a ForceUser, a Psi only uses a limited amount of Force – his ownLife Force – through the power of the mind. Psi-AbilityIS considered a Force Feat.Prerequisites: Force-SensitiveBenefit: With this Feat, the Psi-Adept can access PsionicFeats (Psi Feats). The Psi-Adept character gains one extraForce Point when you select (or are given) this Feat.Characters with the Force Adept, Jedi Consular and JediGuardian class can not choose this feat.Vitality Cost: -Psi-StrikeA mental attack.Prerequisites: Psi-Ability, Affect Mind 4 , Telepathy 4 Benefit: Depending on the exact use, the GM may wantto “award” a Dark Side point for this Psi Feat.Attacker rolls Telepathy vs. an unfriendly target (DC 15or Will saving throw, which ever is higher), then anAffect Mind roll to make the attack.Psi-Strike affects vitality first, then wounds – exceptwhen the Target makes a Critical Failure on the Will save(see below).The damage the target receives:6

Psi in Star Wars: Psi Adept - Version 3.0Damage: [Psi-Level] d4Pyrokinesis TableOn a Critical Failure of the Will Saving Throw vs.Affect Mind, the target takes an additional 1d4wounds.On a Critical Hit on the Affect Mind, the Die Typeof the Damage is increased to d6 or Threat to Critical.Threat to Critical: To effect wounds rather thanVitality on a Critical Hit with Affect Mind, the PsiAdept must succeed at a Telepathy vs. original DCvs. the Psi-Strike. IF this succeeds, the damage DieType is reduced back to original damage (d4).TargetDry Paper, kindling, water (boil)DCIncrease toVitality Cost10 0Gasoline or similar flammable, dry wood8 1Dry Cloth, seasoned lumber, hair9 2Plastic, green wood, leather16 3Reinforced cloth, flesh25 4Armor, Synthsteel31 5Metal, Stone35 6Psi-Strike is a full-round action.Strong Steel45 7Vitality Cost: 8Object is Wet 5 3Psi-chometryObject is bone dry-5-1This Psi Feat allows a character to read psychicimpressions left on an object by the last person who usedit.Object is brittle-2-Prerequisites: Psi-Ability, Telepathy 4 Benefit: With a successful Telepathy roll vs. DC definedbelow, the Psi-Adept can gain knowledge of things in thepast with respect to the item he is touching. Informationthat can be gained includes what the user looked like,what he thought while using it, what he was doing for thelast few hours before the item was lost, stolen, orotherwise left his possession. The longer the item hasbeen untouched, the dimmer the impression. Psichometry Base DC 15.Modifiers to the DCTime since item has beentouched can be measured in Mod toDCVitalityCostDays 3 1Weeks 5 2Vitality Cost: 6 additional based on target. SeeCryokinesis Table.ShieldThis Psi Feat allows a character to know when someone istrying to intrude on his thoughts or mentally attack him.Prerequisites: Psi-Ability, SenseBenefit: This Feat can be turned on and off at will by thePsi-Adept. It adds a bonus to the Psi-Adepts Will savingthrow. It also warns him of the mental intrusion or attackand the general nature of it. It does not indicate who isdoing the intruding or attacking. However, if the Shield isup, no other Psi-Feat or Force Skill can be performed. Hecan perform other non-Psi-Power activities while keepinghis shield up.The GM should make sure that this Psi-Feat is not abused.A character who has the shield up most of the time willbecome easily exhausted.Months 8 4Years 12 8The bonus to Will Saving Throw is 2 Psi-Level.Centuries 20 16Vitality Cost: 3 per Psi or Force attempt on the Psi-Adept.Millennia 30 20TimereadOlder 40 30When a character uses this Psi Feat successfully, he canlook back in time at what took place there.Vitality Cost: 6 additional Vitality CostPyrokinesisThe Psi can burn something with a thought - mentallyspeed the molecules of an item up.Prerequisites: Psi-Ability, Move Object 5 , ControlBenefit: When focusing on a specific target using MoveObject, the Jedi can speed up the molecules of that targetwith the intention of heating the target. The basedifficulty and the Vitality Cost is determined by thetarget, as shown in the table below.If used against a organic target, the GM has the option togive a Dark Side point. Targets that are successfullycaught on fire receive 1d6 damage immediately. Afterevery failed Reflex Saving throw, the target takes anadditional 1d6.Prerequisites: Psi-Ability, Psi-chometry, Telepathy 8 Benefit: With a successful Telepathy roll (DC 15), thePsi-Adept can peer into the past. The Psi-Adept mustremain immobile, and concentrates on a space he isoccupying (5-meter radius 1 meter per Psi-Level). Hecannot be seen by those shades of the past and he can hearno sound. He is, in fact, completely helpless during thisPsi Feat use. The Psi Feat roll determines how far backthrough time he can see.The Psi can read back 1 months per Psi-Level plus thefollowing bonus based on the roll.7

Psi in Star Wars: Psi Adept - Version 3.0Timeread Bonus TableRollBonus15-20 1d420-30 1d6 10 1d6This is the maximum amount o time the Psi can lookback. The Psi can control exactly how far he looks back,with in that range.The user starts at the far end of the time span and comesforward toward the present. He can return through time,as fast as he wishes, but once he passed a date, he cannotgo back again without a new Psi Feat check. It is up tothe GM how long and at what rate the Psi is scanning, andwhen a maintaining roll is needed. The Psi cannotinterfere in any way in the space he concentrated on.The GM must use his discretion with this Psi Feat andmay have to ad lib a great deal, as a lot of informationmay be required. This is a good chance for storytelling,however, and a perfect opportunity to lay the groundworkfor an upcoming adventure.Vitality Cost: 5 1 for every month looked back (orfraction there of)8

Psi in Star Wars: Psi Adept - Version 3.0FeatPrerequisiteSkill RollForce FeatAnalysisPsi-Ability, , Listen 4 , SenseListenSenseClairvoyancePsi-Ability, Spot 4 , SenseSpotSenseConfusionPsi-Ability, Affect Mind 4 Affect MindAlterCryokinesisPsi-Ability, Move Object 6 , ControlMove ObjectAlterDissipate KineticsPsi-Ability, Move Object 4 , Force Level 3 , ControlMove ObjectAlterFrightenPsi-Ability, EmpathyEmpathyForceMind ProbePsi-Ability, Telepathy 4 TelepathySenseParalyzeAffect MindAlterPsi AbilityPsi-Ability, Confusion, Affect Mind 8 Force-SensitivePsi-StrikePsi-Ability, Affect Mind 4 , Telepathy 4 TelepathySensePsi-IllusionPsi-Ability, Affect Mind 4 Affect MindAlterPsi-chometryPsi-Ability, Telepathy 4 TelepathySensePyrokinesisPsi-Ability, Move Object 5 , ControlMove ObjectAlterShieldPsi-Ability, Sense-SenseTimereadPsi-Ability, Psi-chometry, Telepathy 8 TelepathySense-9

Psi in Star Wars: Psi Adept - Version 3.0Knowledge (Psi Lore)[Int, Trained Only]Psionic SkillsIn addition to the Feats available to a Psi, the followingskills are available to him once h takes his first level inPsi-Adept (at Class cost)This Knowledge skill covers the general lore of Psi andit's secretsConcentration [Con]Check: The following table defines the difficulties ofanswering questions with Psionic Knowledge:You are particularly good at focusing your mind.Type of QuestionDCCheck: You can make a Concentration check to use aForce skill despite distractions, suchs as taking damage,etc. You can use Concentration to also maintain focus inthe face of other distractions or on other things besidesForce skills, like an engineering check while the ship istaking damage around you. You can also use toeavesdrop on others in a crowded scene.Easy Questions10Basic Questions15Tough Questions20Secret Lore30Retry: No retry. The roll represents what you know. Ifyou fail, you simply don't know it.A successful non-Force Skill use of Concentrationnegates any distraction penalties. Below is a list of typesof distractions, their DCs and their penaltiesFocus Mind: Concentration also can be used in adistraction-free situation to gain a bonus for any skill thatrequires concentration and focus. Any Force Skill couldbenefit from this skill, as well as most Professional orCraft skills, and also Computer Use and some Repairchecks. If the GM deems the situation as one that wouldbenefit from Concentration (not all situations do), the youcan make a roll. Based on the following chart, you gainthe following benefits:Roll9 or less10-2025 Bonus0 2 3Retry: In the face of distractions, a retry is possible. ToFocus Mind, one free retry for every task is allowed.Further reties of Focus Mind require a Will save DC 10( 5 for every failure after the second try).Concentration Distraction TableDistractionTaken DamageHeavy Combat SituationHeavy Multi-Tasking Situation (Engineer repairing a ship in combat)Off Balance (or failed Balance roll)Concentration DC10 Damage Taken101510Penalty-5-2-5-310

Psi in Star Wars: Psi Adept - Version 3.0Crystal Mastery: This ability give the Psionic a strongerlink with the Crystal. The Psionic can re-link with analready made crystal to gain another bonus to somethingelse, based on the Color table.Psionic Prestige ClassesThe following Prestige Classes for a Psi are listed below:Crystal Mage, Meta-Psi, Psi-Warrior, Thermo-kineticCrystal MageMost crystals can benefit more than one thing. WithCrystal Mastery, the Psi can link the crystal to two things.A Crystal Mage specializes in the crafting of Psi Crystalsfor his own and others use. Crystal Mages are MasterCrystal Craftsman. They makes the best and mostpowerful Psi-crystals in the galaxy.In order to make the re-link, the Psi-Adept must Willsaving throw vs. a Psi-Crstyal's DC (1d20 Psi-Crystal'sBonus). This roll is only made once. The second Type ofBonus based on the Color must be decided on before hand(i.e. if the Psi is seeking a bonus for Swim or a specificPsionic Feat from a Blue Psi-Crystal). Once the roll issuccessful, the link is made permanently until the PsiCrystal is destroyed.Requirements:Psi-Level: 7 Skills: Craft (Psi-Crystal) 10 ranks, Knowledge(Psionics) 4 ranks, Telepathy 4 ranksBonus Skill: Craft (Psi-Device): At 7th Level, the CrystalMage gains a free rank in a Skill of Craft: Psi-Device.This is the only way to get this skill. The connection tothe crystals reveal further knowledge to create Psionicpowered devices. These devices are useable by anyone orby specific people set by the Psi.Feats: Force Sensitive, Psi-Ability, Control, AlterVitality: 1d8 per LevelClass Skills:Appraise (Int)Craft (Int)Concentratio

In the Star Wars universe, there are a few rare individuals who possess psionic powers. The explanation to follow is one opinion on how to integrate it into the Star Wars Universe. It's simplistic so it won't over power the game, but still be a part of the game. To start with, in the Star Wars d20

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Psionics augmented BELOVED LITTLE ROCKS From the very first time I picked up a book with psionics, there were crystals there. In the art and in some of the background they lingered. But with the Expanded Psionics Handbook, all that became more pronounced and the psicrystal made its place in my heart.

Psionics is the power of the self.” —Halford A. Last, Wizard of the Eighth Circle You might look at the psionics subsystem published by Dreamscarred Press and wonder what the point of it all is. There are plenty of ways to achieve the same results, and psychic magic has major overlaps with psionics in thematics and abilities.

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