[HR] Science Fantasy House Rules Collection

So, halfway through setting up my ACKS campaign, I lost a month being caught up in actual paying work and then on vacation. Now I’m back at it, but my gamer ADD has kicked in and wants me to write a post-apocalyptic-wasteland-exploration-and-conquest science-fantasy campaign instead. Somebody slap me!

If you’ll indulge me, I’m going to post the house rule ideas that are plaguing me here (instead of just on my computer like I normally would) in the hopes that somebody might be able to make use of them even if I abandon this and go back to my original idea. Criticism is welcome, of course.

First up, guns.

The following rules apply to all firearms:

Proficiency - Firearms may be used by classes with Unrestricted weapon selection, classes with Broad weapon selection and the “all missile weapons” broad weapon group, and classes with Narrow weapon selection and the new “firearms” narrow weapon group.

Ammunition - To preserve my own sanity, there are only three types of firearm ammunition: pistol cartridges, rifle cartridges, and shotgun shells. Firearm ammunition is common merchandise. A load of firearm ammunition (regardless of type) is a crate that weighs 10 stone and which has a base price of 500 gp. This crate contains 10 1 stone boxes of ammunition. Each 1 stone box of ammunition costs 50gp
and contains either 100 shotgun shells, 200 rifle cartridges, or 300 pistol cartridges. Adventurers on a budget can buy a pouch of 10 shotgun shells, 20 rifle cartridges, or 30 pistol cartridges for 5 gp.

Cleave - Guns do not suffer the cleave limitation that normally applies to ranged weapons. They can be used to cleave until the user runs out of available cleave attacks or the weapon runs out of ammunition.

Magazine - A firearm’s cost depends on the size of its magazine (the number of shots it can fire before it must be reloaded. Magazine sizes are as follows:

Single Shot (SS): 1 shot magazine.
Double Barrel (DB): 2 shot magazine.
Repeater (R): 6 shot magazine. Repeater pistols are usually revolvers; repeater rifles and shotguns are usually operated with a bolt, lever, or slide pump.
Automatic (A): 30 shot box magazine. Automatic weapons are capable of automatic fire (see below), but can also be fired one round at a time. Reloading an automatic weapon assumes you are replacing an empty box magazine with one that is fully loaded. Actually reloading an empty box magazine takes several minutes. An empty spare box magazine costs 5 gp.

Reloading - You may reload a firearm instead of attacking during a combat round.

Shotguns & Automatic Fire - Shotguns and automatic weapons both cast a cluster of projectiles at the target almost simultaneously. Making such an attack consumes one shotgun shell or 5 pistol or rifle cartridges. The attacker makes 3 separate attack rolls, each with a -1 penalty on the attack throw. Each attack that hit inflicts damage based on the weapon used: 1d2 for a short shotgun or automatic pistol
wielded in one hand, 1d3 for a short shotgun or automatic pistol wielded in two hands, or 1d4 for a long shotgun or automatic rifle. If the target is slain before all 3 attacks are resolved, the remaining attacks can target another opponent adjacent to or behind the first. Each target you fell with a shotgun or automatic fire attack triggers a cleave attack, which may be another shotgun or automatic fire attack. A fighter’s damage bonus does not apply to shotgun or automatic fire attacks; nor does the attacker’s DEX bonus if you are playing with a house rule that allows your DEX bonus to apply to ranged attack damage rolls. Damage from a weapon’s magical or technological enhancement bonus does apply (I recommend not introducing shotguns or automatic weapons with more than a +1 bonus).

Firearm stats -
Pistol: 1 or 2 hands, 1d6/1d8 damage, range 50(-0)/100(-2)/150(-5), price SS 50gp/DB 100 gp/R 200 gp/A 400 gp
Rifle: 2 hands, 1d10 damage, -1 initiative, range 250(-0)/500(-2)/750(-5), price SS 75gp/DB 150 gp/R 300 gp/A 600 gp
Short Shotgun: 1 or 2 hands, 1d2/1d3 x3, range 50(-0)/100(-2)/150(-5), price SS 50gp/DB 100 gp/R 200 gp
Long Shotgun: 2 hands, 1d4 x3, -1 initiative, range 50(-0)/100(-2)/150(-5), price SS 50gp/DB 100 gp/R 200 gp

Ray Guns:

Ray Gun Magazines: All ray guns have internal microgenerators that grant the weapon an infinite magazine, provided the weapon receives its annual tune-up.

Red Ray Gun: As pistol or rifle, but +1 to hit and damage, damage is fire damage. Also called blasters, heat rays, thermo-rays, laser guns, melter guns, etc.

Orange Ray Guns: As pistol or rifle, but +1 to hit and damage, damage is fire damage, and capable of automatic fire. Also called pulse guns, pulse rays, pulse blasters, etc.

Yellow Ray Guns: As pistol or rifle, but damage is electricity damage, +3 to hit and damage vs. robots, androids, cyborgs, and computers. Against other targets, +1 to hit and damage, all damage is nonlethal, and on a natural 20 target must save vs. paralysis or be rendered unconscious for 1d6 turns. Also called stun guns, stun rays, stunners, shock guns, shock rays, shockers.

Green Ray Gun: As pistol or rifle, but +3 to hit and damage, and on a natural 20 target must save vs. death or be transformed into a pile of fine ash. Also called disintegrators, disintegration rays, etc.

Blue Ray Gun: As pistol or rifle, but +1 to hit and damage, damage is cold damage, and on a natural 20 target must save vs petrification or be frozen and unable to act for 1d6 turns. Also called freeze rays, cryo-blasters, etc.

Black Ray Gun: As pistol or rifle, but +3 to hit and damage, damage is negative-energy damage that has no effect against undead creatures, and on a natural 20 target must save vs death or die instantly. Anyone killed by this weapon (not just with its special ability) rises as an undead creature within 1d3 days. Also called death rays, nega-guns, etc.

Tecnological Artifact Condition:
d20: Condition
20: Pristine - The item functions normally and will not require its annual tune up for a full year.
15-19: Working - The item functions normally, but requires a tune up in 1d8 months.
10-14: Busted - The item will not function. With an hour’s work, a tinker can attempt to restore it to Working condition at no cost (repair check 11+). If he fails, the item becomes Burnt Out.
4-9: Burn Out - The item will not function until it receives a tune up (see below).
2-3: Broken - The item will not function and cannot be repaired, but it can be cannibalized to provide the parts necessary to perform a tune up on a similar item. Once cannibalized, the item is Destroyed.
1: Destroyed - Then item will not function and cannot be repaired.

Tune-ups: A tinker can perform a tune-up on a relic item for 20% of the item’s base cost (if you are a tinker, you can do it yourself and parts cost only 10% of base cost). Relics require a tune-up every year. If the annual tune-up is not performed, the item becomes Burnt Out the next time it is activated. A tune-up performed on a Working item always restores it to Pristine condition. When performing a tune-up on a Burnt Out item, the tinker has to make a repair check (11+). If he is successful, the item is restored to Working condition. If he fails, the item becomes Broken.

Shield Belts:

Standard Shield Belt: A shield belt surrounds its wearer with a protective force field. The shield belt’s proactive AI activates the force field automatically when the wearer rolls initiative. The force field provides the wearer with 10 extra hit points. When the force field collapses when it runs out of hit points or after 10 minutes (1 turn) has passed. Once the force field collapses, the shield belt cannot be activated again for 10 minutes (1 turn). The shield belt is powered by an internal microgenerator that allows it to function an infinite number of times, provided the item receives its annual tune-up.

Albedo Shield Belt: As basic shield belt, but the wearer also takes half damage from fire attacks, or no damage if he succeeds on a saving throw that would normally reduce damage to half. This protection is lost once the force field collapses.

Inertia Shield Belt: As basic shield belt, but the wearer also takes half damage from physical attacks, such as weapon attacks. This protection is lost once the force field collapses.

Hardened Shield Belt: As basic shield belt, but the wearer also gains a +1 bonus to AC. This protection is lost once the force field collapses.

Heavy Shield Belt: As basic shield belt, but the force field provides 20 extra hit points instead of 10.

Enviro Shield Belt: As basic shield belt, but the force field only activates on the wearers command and it doesn’t collapse unless it runs out of hit points. While the force field is active, the wearer is provided with breathable air (uncontaminated by poison, radiation, or pathogens) at a comforatble temperature and pressure.

Inviso Shield Belt: As basic shield belt, but the force field only activates on the wearers command and it doesn’t collapse unless it runs out of hit points or the wearer attacks somebody. While the force field is active, the wearer is invisible.

Wonderful post! Who’s going to start running “Earthman, Jed, Jeddak”??

Thanks Alex. I guess I’ll keep it up then.

Let’s change gears and post a list of proposed available classes:

Human Classes From ACKS:
Assassin
Explorer
Fighter
Thief

Human Classes From the ACKS Companion:
Barbarian (unlocked when the PCs recruit their first barbarian henchman)
Mystic

New Human Classes:
Gunslinger - a fast, lightly armored gunfighter.
Psychic - a mage-like character with a wide array of psychic powers.
Psychic Spy - a thief who uses psychic power in place of skill.
Psychic Warrior - a fighting man with limited psychic powers.
Tinker - a mechanic and engineer capable of restoring ancient relics to working condition, or cobbling new devices together from scavenged parts.
Unlikely Hero - a character whose rise from lowly 0th levelhood is attributable entirely to his extraordinary luck.

Purebreed Classes: Purebreeds are humans who retain most the genetically engineered enhancments of their Ancient ancestors. Engineered to be smarter, healthier, longer lived, and better looking than normal humans, Purebreeds require CON, INT, and CHA 9, and gain the Divine Blessing, Divine Health, and Longevity custom powers. Increasing Purebreed Value will increase Hit Dice rating (halfway, like the Thrassian’s fighting value bonus), increase Divine Blessing to Hardy People, and maybe something else.

Purebreed Soldier - a typical Purebreed fighting man.
Purebreed Antiquarian - a Purebreed tinker.

Beastman Characters: In this context, beastmen are humanoid animals, like 90% of the humanoid monsters in Gamma World. Inherently chaotic sub-men like ACKS-standard beastmen are called mutants. I’ve got some standard beastmen I’d like to have available when the campaign starts, but I’d like to build a single custom race that could be adapted to build any kind of humanoid animal character someone might come up with. Still pondering that one.

Dogman Warrior
Catman Ranger
Batman Thief

Ubermutant Characters: As mentioned before, mutants are post apocalyptic orcs - cannibalistic creatures of chaos that lack the free will or discipline to be anything but savage raiders. That being said, there are rumors of the occasional Gamma World/Marvel style mutant with super powers arising among them. Such creatures are called ubermutants. I’m planning to build the ubermutants with extreme power, but saddle them all with an ubermutant rating of 4 and the associated level limit of 8. I’m going to limit the randomness by giving the ubermutants 1 roll on a class-specific major mutation table and 2 rolls on a generic minor mutation table with stuff like infravision, water breathing, human appearance, etc. Mutants are my lowest priority for this exercise, so don’t expect to see these classes any time soon.

Ubermutant Warrior: Major mutations - Hulking (STR 19(+4), Berserkergang, lethal fist/fist/smash attack routine), Speedster (DEX 19(+4), Animal Reflexes, increased speed), Regenerating (CON 19(+4), Savage Resilience and mortal wounds results become temporary, heal 1 hp per time increment that improves with level, Longevity), Armored (STR and CON 15, AC 5, lethal fist/fist/smash attack routine), Feral (STR and DEX 15, Animal Reflexes, Naturally Stealthy, claw/claw/bite attack routine), Venemous (Bite or Sting attack delivers save or die poison).

Ubermutant Telepath: Major Mutations - Genius (INT 19, Mind Breaker plus 4 additional psychic powers), Mind Reader (WIS 19, Mind Reader plus 4 additional psychic powers), Leader (CHA 19, Mind Bender plus 4 additional psychic powers).

Psychic Powers

The Arcane Value is replaced with the Psychic Value. Each point of Psychic Value grants the character one psychic power. Each power gives you one spell-like ability at level 1, and another at levels 2, 3, 5, 7, and 9. For example:

Empathic Healing:
Level 1: The character can heal another character by touching them. This ability is usable at will. Each day, the character may freely restore a number of hit points equal to his level. Once this pool of hit points is exhausted, the character loses one hit point for each hit point he restores for another character.
Level 2: Delay Disease or Delay Poison, once per hour, casting time 1 turn.
Level 3: Cure Blindness or Disease, once per 8 hours, casting time 1 turn.
Level 5: Neutralize Poison, once per day, casting time 1 turn.
Level 7: Cure Serious Wounds, once per day, casting time 1 turn.
Level 9: Restore Life and Limb, once per week, casting time 1 turn.

Determine which power(s) a character has by rolling on the Psychic Power Table. If a character rolls a duplicate power, they gain an additional use of the associated spell-like abilities. For instance, a 2nd level psychic who rolled Empathic Healing twice could freely restore 4 hp per day, and cast Delay Disease twice per 8 hours.

Psychic Power Table (d12):
1 - Astral Projection (create spirit form, teleportation)
2 - Empathic Healing (transfer your hp into target by touch, healing spell equivalents)
3 - Extrasensory Perception (clairvoyance and other detection powers)
4 - Force Shields (as shield belt, plus floating disk, wall of force, etc.)
5 - Illusionist (psychic illusions)
6 - Mind Bender (telepathic communication plus mind control)
7 - Mind Breaker (telepathic communication plus psychic attacks a la Scanners)
8 - Mind Reader (telepathic communication plus thought reading and memory manipulation)
9 - Necromancy (manipulate negative energy and the undead)
10 - Precognition
11 - Pyrokinesis (fire baby!)
12 - Telekinesis (move objects at distance, force attacks, levitate and fly)

Gunslinger

Hit Die Value: 1
XP Cost: 500
Hit Die: 1d6

Fighting Value: 2
XP Cost: 1000 + (150 x 7) = 2050
Attack Throws: +2 per 3 levels

Weapon Selection: Unlimited, Reduced to Narrow for 3 custom powers
Pistol, Dagger, Club, Hand Axe, Short Sword, Whip
Graceful Fighting: The character gains a +1 bonus to Armor Class if wearing leather armor or lighter and able to move freely. At level 7, the AC bonus increases to +2, and at level 13 the AC bonus increases to +3. This bonus stacks with the one from the Swashbuckling proficiency.
Accuracy: The character gains an accuracy bonus of +1 to all attack throws with missile weapons.
Acrobatics: As the Acrobatics proficiency.

Armor Selection: Unrestricted, reduced to Narrow for 2 custom powers.
Gunslinger’s Edge: The character gains a +1 bonus on surprise rolls and initiative rolls. This does not provide a bonus to casting spells. These bonuses stack with the bonuses from the Combat Reflexes proficiency.
Lucky: The character gains a +2 bonus to all saving throws. This is effectively the Divine Blessing proficiency, selected as a custom power.

Fighting Styles: 3, reduced to 2 for 1 custom power.
Two Handed
Two Weapons
Precise Shot: The character may conduct missile attacks against opponents engaged in melee at a -4 penalty to his attack throw. This is effectively the Precise Shooting proficiency, selected as a custom power, and the character may take ranks in the Precise Shooting proficiency to reduce this penalty to -2 or less.

Damage Bonus: As Fighter, reduced to Missile-Only for 1 custom power.
Alertness: As the Alertness proficiency.

Cleaves: 1 per level

Thievery Value: 1
XP Cost: 200
Thief Skills: 3, reduced to 2 to gain 1 Custom Power
Pick Pockets
Backstab
Sniping: As the Sniping proficiency.

Psychic Value: 0

Saving Throws: As Fighter

Magical Items: General and those restricted to Fighters

Prime Requisites: DEX and CON

Class Proficiencies: 28 – Animal Training, Blind Fighting, Cat Burglary, Climbing, Combat Reflexes,Combat Trickery (Disarm, Force Back, Incapacitate, Knock Down, Sunder), Contortionism, Dungeon Bashing, Eavesdropping, Endurance, Fighting Style, Gambling, Illusion Resistance, Intimidation, Martial Training, Precise Shooting, Riding, Running, Skirmishing, Survival, Swashbuckling, Wakefulness, Weapon Finesse, Weapon Focus

Hit Points After 9th Level: +2 per level.

Stronghold & Followers: Hideout and 2d6 1st Level Gunslingers.

XP:
1st 0
2nd 2,750
3rd 5,500
4th 11,000
5th 22,000
6th 44,000
7th 90,000
8th 210,000
9th 330,000
10th 450,000
11th 570,000
12th 690,000
13th 810,000
14th 930,000

I don’t have level titles for this one yet. Suggestions would be very welcome.

Looking over the Gunslinger again, that Two Handed fighting style is totally useless. Change it to Weapon and Shield.

Or we could drop the second fighting style and give him another iteration of Precise Shot. Then change Lucky to Precise Shot and, voila, Gunslingers can shoot into melee without penalty. That would change the XP table though, which is already pretty steep. Hmm…

Tinker

Hit Die Value: 1
XP Cost: 500
Hit Die: 1d6

Fighting Value: 1
XP Cost: 500
Attack Throws: +2 per 4 levels

Weapon Selection: Narrow.
Pistol, Rifle, Bayonet, Club, Dagger, Spear

Armor Selection: Unrestricted, reduced to Broad for 1 custom power
Technical Expertise: Identify, diagnose problems with, or repair Ancient technology. If there is a chance of failure, you succeed on a throw of 11+.

Fighting Styles: 2, reduced to 1 for 1 custom power.
Two Handed
Design, Build, and Repair Robots (Costs 3 custom powers, 2 from Thievery 2, 1 from reduced Fighting Styles. Functions exactly like Design, Build, and Repair Automatons, except they have to be tuned-up once a year like Ancient technology. Maybe look into decreasing weight, too…)

Damage Bonus: None

Cleaves: 1 per 2 levels

Thievery Value: 2
XP Cost: 400
Thief Skills: 5, reduced to 3 to gain 2 Custom Powers
Open Locks
Find Traps
Remove Traps
Design, Build, and Repair Robots (see above).

Psychic Value: 0

Saving Throws: As Thief

Magical Items: General and those restricted to Thief

Prime Requisites: DEX and INT

Class Proficiencies: 28 – Alchemy, Armor Training, Art, Bargaining, Craft, Dungeon Bashing, Engineering, Inventing, Jury-Rigging, Knowledge, Lockpicking, Loremastery, Mapping, Martial Training, Mechanical Engineering, Military Strategy, Navigation, Personal Automaton, Precise Shooting, Riding, Scavenging, Seafaring, Signaling, Siege Engineering, Tinkering, Trap Finding, Trapping, Weapon Finesse

Hit Points After 9th Level: +2 per level.

Stronghold & Followers: Workshop, as Dwarven Machinist’s manufactory, but attracts apprentice tinkers and normal humans seeking to become apprentice tinkers.

XP:
1st - 0 - Apprentice
2nd - 1,400 - Technician
3rd - 2,800 - Mechanic
4th - 5,600 - Tinker
5th - 11,200 - Grease Monkey
6th - 22,400 - Inventor
7th - 45,000 - Engineer
8th - 90,000 - Master Engineer
9th - 190,000 - Robot Master
10th - 290,000 - Robot Master, 10th Level
11th - 390,000 - Robot Master, 11th Level
12th - 490,000 - Robot Master, 12th Level
13th - 590,000 - Robot Master, 13th Level
14th - 690,000 - Robot Master, 14th Level

Languages:
There are three languages used in the post-apocalyptic world:

Ancient: The language of the Ancients, now used mostly in written form as the language of scholars. Robots and other computers speak Ancient, as do some technologically advanced isolated communities.

Common: The language spoken by civilized people - Lawful, agrarian communities and the raiders who prey on them. It is descended from the Ancient language, but is no more similar to Ancient than French is to Latin.

Gibberish: Gibberish is not a specific language, but rather what people who speak Common call the various unique, Ancient-derived languages spoken by isolated communities and tribes. Gibberish never has a written component. Characters of at least average intelligence have an “Interpret Gibberish” chance based on their INT score (see below). When you encounter a new community that speaks Gibberish, roll to determine if you can interpret their Gibberish. Record whether or not you are successful. If successful, you can always understand and speak to members of that community. If unsuccessful, you can try again at the end of every month spent living in that community.

INT: Language Ability
3: Broken Common speech only
4-5: Speak Common
6-8: Speak & read Common
9-12: Speak, read & write Common, Interpret Gibberish 1 in 6
13-15: Speak, read & write Common, Read & write Ancient, Interpret Gibberish 2 in 6
16-17: Speak, read & write Common & Ancient, Interpret Gibberish 3 in 6
18: Speak, read & write Common & Ancient, Interpret Gibberish 4 in 6
19+: Speak, read & write Common & Ancient, Interpret Gibberish 5 in 6

Language Proficiency: Improves your Language Ability by one row on the table.

Looking over the Gunslinger again, that Two Handed fighting style is totally useless.

“There’s nothin’ like a good piece of hickory.”
The Preacher, Pale Rider

It may be that there isn’t a mechanical value to using a club two handed, I’m not sure off the top of my head. I can’t imagine, however, any random person not being able to choke-up on an axe handle to take out four scalawags hassiling the townsfolk. A shield doesn’t fit the idiom, I think.

And, by “random person” I mean “adventurer”.

“A shield doesn’t fit the idiom, I think.”

True. Pistol and shield has always been my favorite Gamma World fighting style - both because it’s so odd and because of the mutant armed that way on the 2nd Edition cover. But that’s more of a fighter thing.

I called two handed fighting style useless because none of the weapons on his list can be used two handed. Alex has previously mentioned that a two-handed club is a staff, so we could replace whip with staff on the list. But I don’t think staff fits the idiom either. Since anyone can use an axe handle two handed (or any other weapon and style combo they like; they just fight as a Normal Man when they do so) it’s probably not necessary to add it…

Building the Gunslinger class has presented an unusual problem. He obviously needed needed the fighter attack throw progression from Fighting 2, but, to differentate him from the fighter, he needs to lose everything else it grants and get a couple of custom powers. But reducing him to leather armor and pistols and a few iconic one handed weapons, and limiting his damage bonus to missile only, opens up a lot more custom power slots than he needs, which jacks his XP cost way up. Hmm…

You’re right. Leaving the two handed style is the way to go. I guess my inner munchkin just chafes at giving a character an ability has can’t use.

The next several posts will cover the Psychic Power rules, which are now complete (man, was that a lot of work!).

Psychic Value

4 - 2500 XP - 4 Psychic Powers chosen randomly by rolling on the Psychic Power Table, and plumb esoteric mysteries at high level [create psionic items at 9th level; channel great power via psychic metaconcert rituals, create psionic constructs, or perform feats of high necromancy (if you are Chaotic, or willing to become so) at 11th level].
3 - 1875 XP - 3 Psychic Powers chosen randomly by rolling on the Psychic Power Table
2 - 1250 XP - 2 Psychic Powers chosen randomly by rolling on the Psychic Power Table
1 - 625 XP - 1 Psychic Powers chosen randomly by rolling on the Psychic Power Table
0 - 0 XP - Nothing

Psychic Power Table (d12):
1 - Astral Projection
2 - Empathic Healing
3 - Extrasensory Perception
4 - Force Field Generation
5 - Illusionist
6 - Mind Bender
7 - Mind Breaker
8 - Mind Reader
9 - Necromancy
10 - Precognition
11 - Pyrokinesis
12 - Telekinesis

Psychic Monsters: Monsters can have psychic powers. Treat their Hit Dice as their level and give them one * per 2 psychic powers.

Astral Projection:

Level 1: The character can enter a trance during which his spirit leaves his body. This power can be used at will, but it takes 1 turn to enter the trance. His astral projecting spirit is invisible, inaudible, and intangible, but does have a faint odor that can be detected by dogs and other creatures with similarly acute noses. The spirit can see (with 60’ infravision), hear, move at a speed of 120’(40’), and can communicate telepathically if the psychic has that ability. The spirit cannot “pass through walls” but it can move through any opening that is not airtight, as per the gaseous form spell. The spirit can do nothing else, and cannot interact with its environment in any way. This power lasts as long as the psychic concentrates on maintaining it, up to a maximum of 1 turn per level. At 8th level, the concentration limit increases to one hour per level. While astral projecting, the psychic is unaware of the condition of his body. If his body dies while he is astrally projecting, the astral projection effect ends (or the spirit becomes some kind of incorporeal undead, at the Judge’s whim) At 1st level, the spirit manifests adjacent to the psychic’s body. At 3rd level, it can manifest anywhere the psychic can see or has been within 100’ of the psychic’s body. This increases to anywhere the psychic can see or has been within 1000’ of the psychic’s body at 6th level, anywhere the psychic can see or has been within the same 6 mile hex as the psychic’s body at 9th level, and anywhere the psychic can see or has been within the same 24 mile hex at 12th level. Note that this range is only a limit on the point where the spirit initially manifests. After is appears, the spirit can move at a speed of 120’(40’) and can go as far from the psychic’s body as it can get within the duration of the spell.

Level 2: Spirit Flight, once per 8 hours, casting time 1 round. As the Fly spell, execpt it can only be cast when the psychic is astrally projecting and only affects his astral form.

Level 3: Mainfest Tulpa: The psychic conjures an ectoplasmic body for his astrally projecting spirit. The spirit becomes visible, and is able to talk, to manifest psychic powers, and to interact with it’s environment as if it were the psychic, but with a STR equal to the psychic’s WIS. The tulpa is indistinguishable from the psychic by most senses, but it still gives off the astral projection’s scent, and powers that detect magic or psionic effects will register the tulpa as magical. The tulpa has hit points equal to the psychic’s level and cannot wear armor (though it appears to be wearing whatever the psychic is wearing). Destroying the tulpa inflicts 1 point of damage on psychic. The tulpa manifests with no equipment, but it can use any equipment that it picks up normally. This power can be used once per week when the psychic is astrally projecting, takes 1 turn to cast, and lasts until the tulpa is destroyed or the psychic ceases astrally projecting.

Level 5: Teleportation: The psychic teleports his body from wherever it is to wherever his astrally projected spirit is. This power can only be used when the psychic is astral projecting, takes 1 turn to cast, and may be used once per day.

Level 7: Contact Other Plane, once per week, casting time one turn. This power may only be used when the psychic is astrally projecting.

Level 9: Long Range Teleportation: This power functions like the Teleport spell, except it takes 1 turn to cast (during which the psychic’s astral projection is hurtling towards the target destination at incredible speeds), affects only the psychic (and any equipment he is carrying), and any result other than “On Target” means the psychic simply fails to teleport (since his astral projection can see where he is going, he won’t accidentally teleport to the wrong place). This power can be used once per week.

Empathic Healing:

Level 1: The character can heal another character by touching them at a rate one one hp per round. This ability is usable at will. Each day, the character may freely restore a number of hit points equal to twice his level. Once this pool of hit points is exhausted, the character loses one hit point for each hit point he restores for another character.

Level 2: Delay Disease or Delay Poison, casting time 1 turn. This power can be used once per hour; each time it is used, the healer chooses whether it will function as Delay Diseae or Delay Poison.

Level 3: Cure Blindness or Cure Disease, once per 8 hours, casting time 1 turn. This power can be used once per 8 hours; each time it is used, the healer chooses whether it will function as Cure Blindness or Cure Disease.

Level 5: Neutralize Poison, once per day, casting time 1 turn.

Level 7: Cure Serious Wounds, once per day, casting time 1 turn.

Level 9: Restore Life and Limb, once per week, casting time 1 turn.

Extrasensory Perception:

Level 1: Dowse, at will, casting time 1 turn. The psychic enters a trance which lasts as long as he concentrates on maintaining the effect. After he concentrates for a number of rounds equal to his level, he takes 1 point of damage every round he continues concentrating. Each round while in the trance he chooses one of the following things and knows whether it is present or absent within 120’ radius of his position: a specific object or creature well known to the psychic, water, precious metals, precious stones, ancient technology (including robots), oil or gasoline, the tox, traps, secret doors, poison, living creatures, constructs (including robots), undead creatures, spirit creatures (astral projections and incorporeal undead), creatures with psychic powers, invisible creatures or objects, sinkholes of evil, ongoing psychic or magical effects including magic or psychically empowered items. If he concentrates on the same type of item two rounds in a row, he learns the direction to the nearest item of that type. If he concentrates on the same type of item a third round in a row, he learns the distance to the nearest item of that type. If the psychic makes use of a dowsing rod or similar focus object, he may move 20’ per round while concentrating on this power. While dowsing, the psychic is unaware of anything except what he can sense using this power.

Level 2: Detect Invisible, once per 8 hours, casting time one round.

Level 3: Remote Sensing, once per 8 hours, casting time one turn. The psychic creates an invisible supernatural sensor at any point within 60’ of his current location. By doing nothing but concentrating for one round, the psychic may see what is going on at that point as if he were there. If he moves out of range of the sensor, he may no longer perceive through it. He may move the sensor once per turn. At 9th level or above, he may also simultaneously hear through the sensor.

Level 5: Scry, once per day, casting time 1 turn. For as long as he concentrates, up to one turn, the psychic can see images of either a particular place or a particular person and their immediate vicinity. The more well known the target is to the psychic, the clearer the image received. There is no range limit on this power. At 9th level or above, the psychic may hear as well as see the target.

Level 7: Nondetection, once per day, casting time 1 round. For one hour per level, the psychic cannot be detected by dowsing, remote sensing, or scrying, or by any item that emulates these effects, such as a crystal ball.

Level 9: True Seeing, once per week, casting time one turn.

Force Field Generation:

Level 1: The psychic can surround himself with a protective force field. Using highly speciailized precognition, the psychic is able to activate the force field automatically when he rolls initiative. The force field provides psychic with 5 extra hit points. When the force field collapses when it runs out of hit points or after 10 minutes (1 turn) has passed. Once the force field collapses, it cannot be activated again for 10 minutes (1 turn). The force field improves as the psychic gains levels: it provides 10 hp at 4th level, 20 hp at 8th level, and 30 hp at 12th level. At 7th level, the psychic also takes half damage from physical attacks, such as weapon attacks, while the force field is active. This protection is lost once the force field collapses.

Level 2: Shield, once per hour, casting time one round.

Level 3: Floating Disk, once per hour, casting time one round. Note that the duration of this effect is one hour, and the psychic can simply elect to extend the duration of an existing disk instead of conjuring a new one.

Level 5: Protection from Normal Missiles, once per day. Note that ray guns and rocket launchers do not fire normal missiles, but regular guns do.

Level 7: Psychic Shield, once per month, as Anti-Magic Shell

Level 9: Wall of Force, once per month

Illusionist:

Level 1: Cloud Minds, once per hour, casting time 1 round. For one turn per level, creatures within 120’ of the psychic tend to ignore the his presence, granting him a +8 bonus to hide in shadows and move silently. If he doesn’t have the hide in shadows or move silently abilities, he gains them at 12+ for the duration of this power. At 5th level, this power also grants invisibility and inaudibility, as per those spells. If the invisibility or inaudibility effects end before the duration of this power is up, then the psychic still receives the bonus on hide and move silently checks until the power ends. Note that this is a mind-affecting power that has no effect on anyone more than 120’ from the psychic, or on cameras or microphones.

Level 2: Phantasmal Force, once per 8 hours, casting time 1 round.

Level 3: Disguise, once per hour, casting time 1 turn. For 6 turns plus one turn per level, this power disguises the psychic with the illusion of any other humanoid creature. The psychic can control his disguise’s physical qualities (such as height, weight, gender, hair color, hair texture, and skin color) within the normal ranges for a creature of its kind. If possible, any equipment the psychic carries is incorporated into the disguise; otherwise, it is consealed. If used in conjunction with a successful Disguise proficiency throw, this power can allow the psychic to appear as a specific individual.

Level 5: Spectral Force, once per day, casting time 1 turn.

Level 7: Improved Cloud Minds, once 8 hours, casting time 1 turn. As Cloud Minds, except the concealment extends to any of the psychic’s allies who are within 10 feet of him when he manifests the power.

Level 9: Phantasmal Killer, once per month, casting time 1 round.

Mind Bender:

Level 1: Mindlink, at will, casting time 1 round. The psychic can establish a psychic link with any one willing creature that has a language, provided the psychic can see the target and it is whithin 10’ per level of the psychic. Once the link has been established, the psychic and the target can communicate with one another telepathically, across any language barrier, until one party moves out of range, or the psychic goes to sleep or falls unconscious, or one party chooses to sever the link. The psychic must sever the link before he can establish a link with another creature, unless he has this power more than once. In this case, he may maintain a number of mindlinks equal to the number of times he rolled this power, and all creatures to which he is mindlinked may communicate with each other across the link. The range of this power improves as the psychic gains levels: 100’ per level at 4th level, within the same 6 mile hex at 8th level, within the same 24 mile hex at 12th level. At 4th level or above, you can establish or maintain a mindlink with an unwiling target if it fails a WIS save.

Level 2: Fellowship or Enthrall, casting time 1 round. This power can be used once per 8 hours; each time it is used, the healer chooses whether it will function as Fellowship or Enthrall

Level 3: Charm Person or Charm Animal, casting time 1 round. This power can be used once per 8 hours; each time it is used, the healer chooses whether it will function as Charm Person or Charm Animal.

Level 5: Command Person, once per day, casting time 1 round.

Level 7: Charm Monster, once per week, casting time 1 round.

Level 9: Geas, once per month, casting time one turn.