Dreamscarred Press - High Psionics - Power Sources.pdf

(942 KB) Pobierz
HghPsoncs
Power
Sources
RobetvanderMeer
904913399.007.png
High Psionics: Power Sources
H IGH P SIONICS
P OWER S OURCES
Author: Robert van der Meer
Editor: Jeremy Smith
Proofreading: David Wickham
Design / Layout: Jeremy Smith
Interior Illustrations: Aaron Henson, V. Shane, Maciej Zagorski
Cover Illustration: Rick Hershey, Standard Stock Art: Issue 3 by Empty Room Studios Publishing
This edition of High Psionics: Power Sources is produced under version 1.0 and/or draft versions of the Open Game License and
the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate
later versions of the license and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e)
of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all
Dreamscarred Press product and product line names including but not limited to High Psionics: Power Sources, Untapped Classes:
Society Mind, Untapped Potential: New Horizons in Psionics, any specific characters, monsters, creatures and places; proper names
and names of places, artifacts, characters, countries, specific creatures, geographic locations, gods, historic events, organizations,
and abilities; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs,
depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already
appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by
virtue of appearing there. The above Product Identity is not Open Game Content.
Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open
Game Content.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000,
and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open
Game Content and if so used, should bear the COPYRIGHT NOTICE “ High Psionics: Power Sources” ©2008 Dreamscarred
Press. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission,
or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this
book’s authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original
purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Some images contained within copyright Rick Hershey, V. Shane, or Maciej Zagorski and are used with permission.
“Some artwork in this book is ©2006 Reality Deviant Publications, used with permission.
ii
904913399.008.png 904913399.009.png 904913399.010.png
High Psionics: Power Sources
I NTRODUCTION
Psionics is the art of tapping the mind’s potential.
There is a myriad of ways to tap that energy, though
only a few are mentioned. These ways, called pow-
er sources, are merely the most common. Just like
no mind is the same, so is each character’s power
source unique. In this supplement, you will find
several exotic power sources intended to give you
the inspiration to play an interesting and unique
psionic character. The power sources described
here are written as whole character concepts, how-
ever, nothing prevents you
from drawing inspi-
ration from these to
play a truly unique
character.
These power
sources do not change
the class features of
your psionic character,
they merely change the
look and feel. You
still manifest powers
as normal, and you
gain no additional
benefits or drawbacks.
They simply serve as a
way to differentiate your
character. To this purpose,
each entry gives you a few
suggestions on how to play
your character. However,
you are not forced to choose
particular skills, feats, or
powers. Also, you are not
tied to the power sources
listed here; this supplement
is far from exhaustive. You are
free and encouraged to think
of your own power sources, using those presented
here as only a starting point of possibilities.
Your character does not need be able to manifest
powers to use this supplement. He or she merely
needs to be psionic in one way or another. For
example, your elan rogue might be possessed by an
unbodied instead of being a reborn human. Or you
might play a soulknife who has razor-sharp crystals
embedded in his hands. Regardless of the character
that you play, this supplement is intended to serve
as inspiration for how you play.
Each power source is presented in a format that
separates eight categories of information, in addi-
tion to providing an overview of that power source.
This was done to let you find what you want at a
moment’s glance. With the exception of the Ad-
aptation category, everything in this supplement
can be used in any system utilizing psionics. In
addition, if you want, you can even apply these
power sources to a spell-casting character as well,
although no specific examples are given for this.
Simply change the text to explain your magical
ability, rather than your
psionic power.
Your character
should be unique,
and this supple-
ment is an effort to
help you achieve
just that, so enjoy
creating and playing
your psionic character!
DREAMS
The mind is an infi-
nite metaphorical plane, where
all things are possible. This becomes
obvious when you dream. But dreams
are usually controlled by the subcon-
scious, and it is usually impossible
to even know you are dream-
ing. However, you can en-
ter lucid dreams, where
you know that you
are dreaming. In a
lucid dream, you
can will anything to
happen. This lets you
change your dreams
like a deity can change his plane. You have learned
how to bring your dreams to reality, letting others
experience your dreams and your nightmares. Like
a dream, you can be calm and serene one moment,
and wrathful and terrifying the other.
Background: Just like everyone, you have
dreamed for as long as you have slept. However,
you have become conscious when you dreamed.
This may have happened through sheer coincidence,
intense meditation, or even outside interference. If
The varied options of psionic power sources allow a player to
decide how the character received his power
1
904913399.001.png 904913399.002.png
High Psionics: Power Sources
it was through meditation, maybe you lived in a
monastery where everyone was taught how to enter
a lucid dream. However, as you practiced your
lucid dreams, you wanted reality to bend to your
will as in your dreams. This eventually happened,
whether it was through your determination or
further meditation. It may even have happened
like your lucid dreams, coincidentally. If you are a
wilder, that is most likely.
Characteristics: You want to dream as often as
you can. In your dreams, you have already mastered
your powers; you want to do that in your waking
life as well. You may be addicted to dreaming.
After all, why would you live in reality when you
can do anything you want when you dream? Maybe
you were addicted to dreams, and now desperately
seek to overcome that addiction. You may be easily
upset when things don’t go your way, because
you expect them to. However, you could also care
less, knowing that you can do everything again in
your dreams. Either way, you are likely to have a
mercurial and passionate personality.
Appearance: You do not have an exceptional
appearance. However, there may be subtle hints of
your psionic talent. You may have an otherworldly
appearance, as you subtly change your body to look
more like your dream body. However, you may also
look like a beggar, because you pay no attention to
your appearance in the waking world. You might
keep a trinket or two with you that reminds you of
an exceptional dream. You may have taken it with
you when you woke up, or you may have brought it
into the waking world through a power.
Adventures: You adventure to live your dreams
in the waking world, and to experience things so
you can dream of them more accurately. Whenever
you see something new, you may want to learn how
it interacts with you. If you know powers of the
telepathy discipline, you may be interested in the
dreams of others as well. You might adventure to
experience the dreams of foreign people or even
monsters. Perhaps you have met someone through a
lucid dream, and you adventure to find that person.
You might have seen an omen in your dreams,
which has led you to become an adventurer.
Manifestations: Whenever you manifest a power,
it comes from your dreams. This may mean that
a power’s effects literally come out of your mind.
If you manifest a power with a duration, its effect
may gradually phase in as it comes out of your
dreams and into the waking world. Your displays
could be details of the dream from which you
manifest your power. For example, if you manifest
a power that brings pain to an opponent, it might
perceive sensations that you associate with pain.
The area around the manifestation might shift and
stir as reality rearranges itself into a representation
of your dream.
Adaptation: There is no predisposition among
dreaming manifesters towards a specific character
class. The wilder has intense dreams—and
nightmares—and unleashes them upon his friends
and foes. Whenever a wilder enters a wild surge,
she taps even deeper into her most intense dreams.
The psychic warrior isn’t just the master of his
dream surroundings, but his dream body as well.
He grows wings and appendages in the waking
world as easily as in his dreams. If you can affect
the dreams of others as well, you might have an
affinity for the telepathy discipline, and if you see
omens in your dreams, the clairsentience discipline
comes natural to you. Whenever you manifest
powers of those disciplines, you call images
forth from your dreams. Because they represent
dreams so accurately, they are common amongst
manifesters who tap their dreams.
Daily Life: Your daily life is a waking
dream—literally. Whenever you aren’t dreaming
or adventuring, you want to live your dreams as
best as you can. This may mean that you indulge
yourself, or it may mean that you seek out the
serenity of your dreams; daily life could be too
busy for you. You might teach others to enter lucid
dreams, letting them control their dreams almost
like you control the waking world. If you lived in
a monastery before you became an adventurer, you
might return there to share your experiences and
dreams with your fellow ascetics.
NPC Reactions: It is very likely that those you
meet are unaware of their dreams. They could
feel like they feel in their dreams whenever you
manifest a power, and that might unnerve them. It
might also appease them, causing them to see you
as someone who can make their dreams come true.
However, if you teach people how to enter lucid
dreams, your reputation could precede you. People
might seek your guidance to enter lucid dreams,
or at least banish nightmares. If you can explain
2
904913399.003.png 904913399.004.png
High Psionics: Power Sources
dreams, you might be seen as a fortune teller, even
if you do not know any powers of the clairsentience
discipline.
have one, large crystal embedded in your chest, or
you may have a plethora of smaller ones scattered
on your body. As you become more powerful, so
do your crystals. You may embed more crystals, or
they may grow spontaneously. If you have multiple
crystals, each one may be keyed to a specific power.
In that case, you have carefully altered that crystal’s
psionic resonance to fuel your power. Because you
still need the power of your mind to manifest your
powers, this has no effect on how many times you
can manifest a specific power.
Adventures: You may have become an adventurer
for any reason, but your crystals have likely played
a role. It is likely that you adventure to find more
crystals, even if you do not want to embed them.
You may want to discover new kinds of crystals,
or you may want to amass a hoard of crystals. If
it is the former, you might be a prospector of a
psionic organization. In addition, you seek more
experience. This experience can be new ways to tap
your crystals, new designs that channel a crystal’s
resonance, and new foes to manifest your powers
against.
Manifestations: Your manifestations typically
draw upon the crystals in your body. When you
manifest a power, a crystal might glow or vibrate
on its own accord. An exceptionally potent power,
such as a power that has an XP cost, might even
cause a crystal to eject or shatter. The crystals are
bonded to your mind and body, so you can easily
represent a loss of XP with destroyed crystals. A
wilder, whose powers are fueled by emotions, may
cause her embedded crystals to glow ominously
bright whenever she enters a wild surge. A telepath,
on the other hand, might enthrall her foes not with
a captivating gaze, but with the hypnotic swirling
within a crystal on her forehead.
Adaptation: Powers which interact with
crystals, like hail of crystals , are a natural choice
for you. However, other powers can also be
adapted. For example, your astral constructs may
be crystalline constructs instead of ectoplasmic
constructs. Manifesters of this power source often
cut their crystals before embedding them. Those
manifesters take ranks in the Craft (gemcutting)
skill to increase the value of their crystals. If you
take the Scribe Tattoo feat, you can embed crystals
instead of scribing tattoos. These may be temporary
crystals which eject or shatter after use, or they may
E MBEDDED C RYSTAL
Crystal is valued for its natural psionic resonance
by manifesters. Many psionic items, including
dorjes and power stones, are made out of crystal.
Even the psicrystal is a crystal construct of its
creator’s mind. Because of crystal’s psionic
resonance, it does many things for a manifester.
Some manifesters take their affinity for crystal a
step further, and embed crystals into their bodies.
This lets them enhance their innate psionic abilities
with their body, as well as with their mind. While
these manifesters are abhorred by most because of
their partially crystalline bodies, they are powerful
and to be reckoned with.
Background: You have had an affinity with
crystals long before you began embedding them in
your body. You might have been a noble dressed
with gems, a peasant who looked at a gem cutter’s
shop with awe, or a miner who dug the crystals up.
But unlike others, who merely valued their gems as
jewelry, you saw something more in the crystals.
Maybe you felt their psionic resonance, or maybe
it was merely a hunch or a flash of insight. For a
while, you kept your crystals close to you, but you
eventually found a way to keep them even closer;
by embedding them. You might have manifested
your powers before that happened, but you felt
the crystals harmonize with your mind, which
expanded your psionic talent to a degree you could
never have achieved on your own.
Characteristics: You know your crystals better
than a blacksmith knows his forge. You can tell
an onyx apart from a jet with a mere glance, and
you can see the tiniest imperfections in a crystal.
However, you might also get a hunch when you
come near large veins of crystal. While you are
far from a rod of metal and mineral detection, you
are extraordinarily attuned to crystals, which lets
you sense their psionic resonance. When asked
to describe a color, you think of a crystal before
anything else. When asked to appraise an object,
you speak in terms of crystal values rather than
gold and silver pieces.
Appearance: Your most notable feature is that
you have crystals embedded in your body. You may
3
904913399.005.png 904913399.006.png
Zgłoś jeśli naruszono regulamin