Wednesday, August 31, 2011

X-Plorers Psychic Characters


X-Plorers just feels like it needs an psionic class. Maybe it's just that whenever I think science fiction I think Firefly, but I feel it could just be a fun addition to  the game. Here's a rough draft of what I came up with:



Psychic (optional class)

Psychics are gifted with extremely rare cognitive abilities, the ability to see the future, move matter around with their mind, and delve in memories of other sentient creatures. The cause of which is unknown, but the result is extreme dangerous. When uncontrolled, these gifts may manifest absolute genius or insanity, often both. Psychics are often hunted down and captured by both private and government research agencies.


The psychic is an optional class in the sense that it does not universally fit into all settings. There are three basic ways to use this class: Allow Psychic characters as one would allow scientists or soldiers; remove it entirely from the game; or allow Psychic skills to be only accessed via multi-classing.

Mind Blast (Pre): A Psychic can create a surge of electrical energy in the mind of an opponent.  The damage dealt is 1d6 points plus the Psychic’s Presence bonus and temporary stuns the opponent for 1 round. Any creature brought to 0 hit points by a Mind Blast falls comatose for 1d6 hours instead of rolling on critical hit table.

Precognition (Pre): This is a Psychic’s ability to predict the future based on a specific choice, such as what would happen if the Psychic injected himself with an unknown substance or whether or not a rope bridge would snap when crossed. The precognition skill cannot discern long term long term consequences or even what would happen further than a few minutes into the future.

Telekinesis (Pre): A Psychic can move matter around with the raw mental force. The speed, mass, and distance an object can be moved is dependent on the Psychic’s level. The exact details of which are left up to the referee. A rough guideline if 20 pounds of force per level is appropriate, however. 

Telepathy (Pre): The ability to read minds, communicate through a telepathic connection, and even suggest curtain course action to another sentient creature or cause him forget vital information are all lumped under the telepathy skill. If the psychic is actually attempting to command or otherwise tamper with the memories or thoughts of another sentiment’s mind, the creature is allow a Presence saving throw to resist the Psychic’s influence.

3 comments:

  1. Are you a member of the X-Plorers Yahoo group? Because they posted a set of psionic rules over there -- I'll email you the pdf.

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  2. No I don't. Thanks for sending me the PDF, though.

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  3. The psionic rules are also included in the newly published rules from Brave Halfling.

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