PSYCHIC [Editors Note: This form of the psychic was not included in the original CA release and is in its original form. We release it, as is, for those interested in the class. See the White Roc Inn module for an example of its use.] Sometimes referred to as mind masters or mind mages, the psychic character is one which has many of the powers of a mage but without a lot of the hassles that power sometimes entails. However, psychics also have their own drawbacks, so it all evens out in the long run. All in all, they are interesting and challenging character types to play. In Arduin, only Humans, Half Elves, Half Hobbitts, Half Orcs, Amazons, Hobbitts or Weirdlings may be psychics though some claim Deodanths and full blood Elves may also. Psychics undergo vast mental training and get a bonus of +3 to their INT. Outside of a few extremely rarely met mystic monks who have all the training of martial artists as well as psychics, they are not the type of people to do physical labor. They would never walk when they could ride, for example. They also tend to be introverted, even dreamy. They refuse to wear armor and never carry more than a walking stick or dagger for defense. They are totally unconcerned with anything or anyone not directly related to them. They are observant and do notice but only act to defend themselves or if threatened. This stems less from a lack of caring and more in that they are not very motivated beyond their own immediate needs. Psychics have a natural 5% chance of actually seeing things near them (30 ft or less) that are ethereal or astral. Psychics do not utilize actively magikal items as this seems to disrupt their inner self to a point where they cannot use power anymore. However, passive items like rings, amulets and other such magiks are actively sought out. Psychics have a natural ability to use the force of will of their mind and soul. However, a natural limitation is the use of such force drains their psychic strength severely. To determine the psychic power potential (PPP) of such a character add together his STR, CON, EGO and INT scores, plus a base of fifteen (15). Do not average or otherwise modify this score; as large as it will be, it is entirely intentional. Add to this score five (5) PPP per EL after the first. Psychic abilities are rated a base psychic power cost which is deducted from the psychic s power pool when initiated. Unless an ability otherwise lists differently, you can modify the ability for extensions of effect, duration, strength or power increase and any other modifiers by paying as much as the base cost but only for half as much impact. For example, the ability with a base cost of 10, one minute (60 second) duration and 20 HP damage, can be increased to 90- second duration and 30 HP damage at double the base cost (i.e., 20 PPP cost). Psychic strength fully regenerates or recharges every 25 hours. Dividing your PPP pool by 25 will provide you with a pro-rated value which a psychic can recover every hour of meditation or complete rest. A Psychic requires two hours each day for meditation and contemplation of the inner self in order to function properly. For each day they cannot so meditate, psychics lose 20% of their PPP pool. A psychic who has used all of his PPP is very tired and needs twice the normal recharge to recover. Each beginning Psychic may choose any three of the listed special abilities at game start plus one additional per each INT point they have above fifteen. Thereafter, they acquire a new ability of their choice (that they qualify for) at each EL they progress. Notes on Intuits : Psychics intuit many things (see their ability list), which simply means they have a vision or picture within their mind of the appropriate type. All intuits have a 75% base success chance plus 2% per EL thereafter.
Special Abilities of the Psychic Intuit Traps: The ability to "sense" all forms of traps, regardless of size, type or camouflage in a 15 ft radius. This radius increases at one (l) ft per El earned after it is acquired. A "masked magik" or "magik lie" has no effect upon this because the psychic simply "sees" the danger, not what it is! This has a PPP cost of four (4) and takes one melee round to complete. It lasts for 25 hours once called. Intuit Secret Doors : As per Intuit Traps except applied to hidden apertures. The PPP is three (3) and it takes one melee round to complete. Intuit Poison/Venom: As per Intuit Traps except applied to poison/venom. The psychic "sees" bones and skulls or fanged serpents etc. if successful. Intuit Magik: As per Intuit Traps, but the psychic "sees" the "magikal" area or items bathed in an aura of violently red energy. To a psychic it is like a fiery glare of great intensity. It does not tell the psychic what kind of magik it is or what it does. Magik is magik to a psychic. Clairaudience : The ability to hear things through any physical barrier, even at a great distance away. Its duration is one minute (taking two melee rounds to set up) and a range of up to one mile distant plus one mile per EL beyond the EL at which the ability was acquired is possible. The area to be "eavesdropped" must be known to the psychic or it will not work. The PPP cost is eight. Clairvoyance : Like Clairaudience but for sight. Intuit Enemies: The ability to sense the presence of any being with even a rudimentary form of mind that has the intent to harm the psychic. Unless a plant is sentient, they are one of the few things not detectable by the psychic in this manner. It is effective in a 30 ft radius, which increases by one (1) ft each EL gained after learning it. It requires one melee round to complete. PPP cost is four and it lasts 10 minutes. Intuit Evil: As per Intuit Enemies except applied to Evil. The radius starts at 20 ft base instead and it takes one melee round and three PPC to complete. These evil beings do not have to intend harm to the psychic to be detected Unlock Chests/Chains/Padlocks: The psychic must know how to do Mind Fingers before he can learn this ability. As per Intuit Traps except applied to locked objects such as chests, padlocks, etc. The PPP cost is nine (9) and it takes one melee round to complete. The chance of success is 35%, plus 1% per EL beyond the El which the ability was acquired. Intuit Value: For one PPP the psychic can determine the G.S. value of any object, by handling it for 1d10 melee rounds. The accuracy is a base 78% which increases at 2% per EL earned above the EL the ability was acquired. Intuit Curses: For two (2) PPP the psychic can determine if any object/area is "cursed", up to 15 ft distant. The sole exceptions to this are scrolls and books/tomes, etc. which has "curses" which are not "activated" before they are read/opened. In these cases all the psychic "knows" is that the item is or is not cursed (he cannot fail to sense a curse as outlined above). These intuit requires one to three melee rounds of intense concentration, during which time he is totally oblivious to all around him. Advanced Intuit Curse: The psychic must know how to do the basic Intuit Curse before he can learn this ability. It allows him to determine the precise parameters of any curse (with the same scroll/book restrictions). This ability has a 7 PPP and 5-10 melee round requirement to complete, and here, also, the psychic is totally unaware of what's happening around him while using it. Speak in Tongues: The psychic can understand a single language he chooses is able to speak it fluently. The PPP cost is five (5) and it takes one melee round to set up. The effect lasts 25 hours or one Arduinian day. Lesser Mindspeak (Telepathy): The ability to speak to and understand all non-sentient beings (such as birds, fish, mammals, reptiles, etc.) on a "mind to mind" basis. The range is 20 ft plus one (1) ft per each EL earned after acquiring
this ability. The duration is one minute and the PPP cost is twelve. Remember though, the creature's intelligence will be the deciding factor as to how well this power works. Greater Mindspeak (Telepathy): The psychic must know how to do Lesser Mindspeak before he can learn this ability. The ability to do exactly as in lesser mindspeak, but for thinking creatures (including everything from men to Dragons, from Elves to Porpoises). The PPP cost is sixteen. Self Healing: The ability of the psychic to self heal 6 HP of damage per minute to a maximum totaling no more than two times their normal HP. The PPP cost is 8 per minute. Psychic Healing: The psychic must know how to do Self Healing before he can learn this ability. Otherwise, it is exactly like Self Healing except for any single target within 40 ft. Heal Critical Hits : The psychic must know how to do Psychic Healing before he can learn this ability. This ability costs 28 PPP and takes between one to twenty (d20) hours of complete concentration and possibility more depending on the severity of the injuries. Master Mindspeak (Telepathy): The psychic must know how to do Greater Mindspeak before he can learn this ability The ability to communicate totally (in all connotations), into anyone's mind they already know. The range is twenty miles plus five miles per each INT point of the psychic, and plus ten (+10) miles per each EL earned above the EL it was acquired. Regardless of range, the PPP cost is twenty-five and the duration is one minute Mind Fingers : For two PPP the psychic can create a secondary set of hands that can manipulate anything the psychic could within 20 ft, using the psychic s RF as a CF score. Precognition: The ability for the psychic to see" a few seconds (1d10) into the "future" to view the direct results of some specific action. Such as "If I open that door, what will happen?" or "If I read this scroll, what will happen?" and so on. Its base success chance is 55% plus 2% per each EL gained beyond the EL the power was, itself, gained. This takes one melee round to "set up" and 1-10 seconds to "run", with a PPP Cost of 20. Levitation: The ability of the psychic to "lift" himself (only) up from the ground at a rate of 5 ft per second (30 ft per melee round) per each one PPP Cost used in a melee round. Thus if two PPP were used, the lift rate is 10 ft per second/60 ft per melee round. The psychic requires near total concentration to do this feat, so until EL 8 is attained (or 4 ELs beyond the EL this ability was gained), he can do nothing else simultaneously. Mental Confusion: The psychic must know how to do Empathy before he can learn this ability. The ability for a psychic to confuse another being. Even trying to do simple arithmetic or tie their shoe laces will be difficult as their RF is reduced to two (2). Subtract the RF loss as appropriate. The PPP cost is eight (8). The victim must make a psychic defense save or be totally confused for one minute. Mental Fear: As per Mental Confusion except fear is applied instead. The PPP cost is eight (8) and the effect lasts five (5) minutes. Man Tracking: The ability of a psychic to follow any entity. The psychic can read a trail one day old (25 hours) plus one day per each EL earned above the EL it was acquired. Tracking success is base 75%, plus 3% per EL thereafter, modified by all the normal problems with tracking. The PPP cost is four (4) and it takes 5 10 minutes to set up. Lesser Invisibility: The ability of a psychic to blanket their presence from any being with even a rudimentary form of mind. It is effective in a 300 ft radius, which increases by one (1) ft each EL gained after learning it. It requires one melee round to complete. PPP cost is ten (10), it takes one melee round to set up and it lasts 10 minutes. A person must make a psychic defense save to attempt to see the psychic, even if they do actions that would reveal themselves (like attack). Greater Invisibility: The psychic must know how to do Lesser Invisibility before he can learn this ability. The PPP cost is 30. This is just like Lesser Invisibility, except that it blankets from sight five additional people plus one for each EL attained beyond EL 10.
Mesmerization: The ability of a psychic to mesmerize others like a vampyr. PPP cost is six (6). Find: The ability of a psychic to know the most direct route to find a named object, place or person intimately known to him. There is absolutely no limit to range. This does not convey any sense of how far distance the named object, place or person is from the psychic. The PPP cost is four and it takes one melee round to set up. Empathy: The ability of a psychic to know the emotions of others in a radius 10 ft, plus one ft for each EL after the ability was gained. The effect lasts 10 minutes. The PPP cost is five (5) and it takes one melee round to set up Psychic Chains : The ability of a psychic to lash down the limbs or body of another being or beings of 40 HPs or less in size. A psychic can restrain additional amounts equal to 5 HP for each EL beyond the EL this ability was gained. The distance for this ability is 30 ft and the PPP cost is ten (10) for duration of 10 minutes. ESP: The psychic must know how to do Empathy before he can learn this ability. The ability of the psychic to pick up surface thoughts of anyone within a radius of 30 ft, plus one (1) ft per EL after the ability was gained. The effect lasts 10 minutes. The PPP cost is five (5) and it takes one melee round to set up. Lesser Mind Probe : The psychic must know how to do ESP before he can learn this ability. Attempt to gain hostile entrance to another s mind for the purpose of forcefully taking information. A successful psychic defense save repels the attack. Each melee round the psychic has a 20% chance of finding specific information, thoughts, images, etc. Otherwise, all that is received is a meaningless flow of daily trivia, mundane information or thought fragments. The PPP cost is eight (8) and it takes one melee round to set up. The psychic requires near total concentration to do this feat, so until EL 8 is attained (or 4 ELs beyond the EL this ability was gained), he can do nothing else simultaneously. Greater Mind Probe : The psychic must know how to do Lesser Mind Probe before he can learn this ability. Exactly like the lesser version, except information chances are 50% and you can attempt to re-engage immediately if shaken by a psychic defense roll with a 4 PPP cost. If this fails, you have to re-attack with a new mind probe at normal costs. Greater Mind Probe has a PPP cost of 16 and takes two melee rounds to set up. True Sight: The psychic can replicate the effects of the spell of the same name for a 18 PPP cost over a duration of 15 minutes. Mind Scream: The PPP cost of 20, the psychic haphazardly blasts every mind within a 20 ft radius, stunning everyone who fails their psychic defense save for 1D6 melee rounds, half otherwise. Those stunned are unable to do anything during that time, but suffers no other ill effects. Mind Fist: The psychic must know how to do Mind Fingers, Levitation, and Psychic Chains before he can learn this ability. The psychic can mentally punch or pummel someone within 30 ft, ignoring armor, shields and even tangible magik protection to inflict 4d10 HP damage. A successful psychic defense saves halves this damage. The PPP cost is sixteen (16). Mind Grip: The psychic must know how to do Mind Fingers, Levitation, and Psychic Chains before he can learn this ability. A psychic can hold immobile any being or number of beings of 80 HP or less in size. A psychic can restrain additional amounts equal to 5 HP for each EL beyond the EL this ability was gained. The distance for this ability is 50 ft and the PPP cost is 25 for duration of 5 minutes. Telekinesis : The psychic must know how to do Mind Fingers, Levitation, and Psychic Chains before he can learn this ability. Like Levitation, except the psychic can apply the motive force to any object, person or thing within 100 ft. PPP cost for this is 20 and it takes one melee round to set up. The psychic requires near total concentration to do this feat, so until EL 10 is attained (or 4 ELs beyond the EL this ability was gained), he can do nothing else simultaneously. Tele port: The psychic can teleport to any intimately known destination within 300 miles + 50 miles per EL gained after the ability was achieved. The PPP cost for this is 35. Psychic Force Field: The ability of the psychic to project a near impassable barrier around himself (only) equal to AV 4 for each 2 PPP used in a melee round. Thus, if 4 PPP were used, would have a barrier equal to AV 8 around him. The
psychic requires near total concentration to do this feat, so until EL 10 is attained (or 4 ELs beyond the EL this ability was gained), he can do nothing else simultaneously.