Friday, May 13, 2011
Clubbed To Death
And something a little more upbeat, The Shamen, from the 90's. This video remix incorporates clips from some of my favorite movies.
Sunday, October 4, 2009
Additional Psionic Talents
At each level, after first level, a Psionicist may aquire up to two additional levels of psionic talent mastery. In order to obtain each additional psionic talent, the Player rolls a d20, twice. If both rolls are less than the character's Charisma, the character obtains two new talents. If one roll is less than the character's Charisma, the character obtains one new talent. If neither roll is less than the character's Charisma, the character obtains another level in their wild talent.
Once you have determined how many new talents you have obtained, you a d10 and consult the talent table. 3rd Level Psionicists can roll on the first or second column. 5th Level Psionicists can roll on the first, second or third column, and 7th Level Psionicists can roll on any of the 4 columns. If you obtain a result, but you do not have a talent in an earlier column, you must take the earliest talent in that talent tree, that you do not yet possess.
For example, at 5th Level, the Player rolls on column 3, and gets a result of 3, "Mass Invisibility". Since her character does not have "limited invisibility" or "invisibility" she must take "limited invisibility" instead.
Psionicist Class: Draft
Psionicists are ordinary people who have been blessed (or cursed) with innate powers of the mind. They may have possessed this ability since birth, or may have developed their power more recently, as a result of an accident or other traumatic event. As a result, Psionicists tend to be loners, afraid of revealing their psionic abilities to others.
The prime attribute for Psionicists is Charisma. In order to play a Psionicist, a character must have a minimum Charisma score of 9. If Psionicists have a Charisma of 13+, they receive two +5% experience point bonuses (one for having a high Charisma, and another for having a 13+ in their prime attribute).
Psionicists are otherwise ordinary people. Therefore, they use a d6 for hit points.
They may use any armor, shields and weapons.
Psionicists begin with one "wild talent" at first level. After you have created your character, roll a d10 to determine what your wild talent is, by consulting the following table. However, for every point of Charisma above 9, you may eliminate one wild talent from the following table. If you roll an eliminated result, simply roll again, until you roll a wild talent that you have not already eliminated. Of course, this means that if you have a Charisma of 18, you may pick your beginning wild talent.
Wild Talents
1. Affect Normal Fires
2. Body Weaponry
3. ESP
4. Limited Invisibility
5. Precognition
6. Psionic Blast
7. Shocking Grasp
8. Suggestion
9. Telekinesis
10. Limited Teleport
Friday, October 2, 2009
Psionicist: Serenity
I missed both the Firefly TV show and the Serenity movie when they originally aired. At the time, I probably believed the critics that panned the show. I greatly regret that, as it was a wonderful fusion of the western and science fiction genres.
One of the characters is River Tam, who is gifted with telepathy, precognition, and several other abilities.
Those other abilities include some pretty spectacular combat abilities. I will have to go back to Supplement III: Eldritch Wizardry, but I recall there being some physical abilities tied to psionics, in addition to the psychological ones.
Wednesday, September 30, 2009
Psionicist: Phenomenon
"George Malley is an ordinary man, who is about to become ... extraordinary."
This horse is probably long-buried, but I keep coming back to the idea that Psionicists are just ordinary people, who somehow find themselves with a special gift (or curse). In the case of the character, George Malley, played by John Travolta in the movie Phenomenon, that special power is telekenesis, along with some other interesting powers.
Telekenesis, Firestarter, Precognition and Invisibility are four of the 10-12 "wild talents" that i'm thinking Psionicists might start with. I'm picking away at other ideas for talents, and am always open to suggestions.
I'm still trying to work out the way that Psionicists improve their wild talent, and gain new talents. It seems obvious (at least to me!) that gaining those talents should follow level-progression, but how to keep a Psionicist balanced against the Magic-User and Cleric (the other two "casters") but still give the Psionicist class its own "flavour", is the challenge I am currently wrestling with.
Tuesday, September 29, 2009
Psionicist: Firestarter
Here's another film, Firestarter, from 1984, based on the Steven King novel of the same title, about a girl who develops Psionic powers. In this case, she has the ability to start fires. The approach I am thinking of using, for the development of a Psionicist, is to come up with 10-12 "wild talents", one of which a Psionicist will start with, at first level. Precognition, Firestarter, and Invisibility are three of the wild talents that I intend to allow for first-level Psionicists.
Others?
Saturday, September 26, 2009
Psionicist: The Dead Zone
This movie came out in 1983. Starring the incomparable Christopher Walken, and directed by (surprise, surprise!) David Cronenberg, this movie tells the story of Johnny Smith (how much more everyman of a name can that be!), who develops precognition, as a result of a terrible car accident.
I wanted to share this, as it is yet another influence on my views of the development of the Psionicist class.
Again, this supports the idea that "anyone" can be cursed with the development of a psionic ability, thus allowing for psionics to be added to a D&D campaign, without having some insurmountable dice-roll for the character to obtain psionics.
Friday, September 25, 2009
Psionics: Alternate OD&D Approach
Tuesday, September 22, 2009
Psionics In 0e: Inspirational Reading
Monday, September 21, 2009
Psionicist: Prime Attribute
Psionicist As Class In 0e
To me, it was just too complicated and too inaccessible. In OD&D, the psionics rules appeared in Supplement III: Eldritch Wizardry, published in 1976. Those rules were badly edited, with psionics rules appearing helter-skelter between descriptions of monks and druids, demons and optional combat rules. They were too complicated, with all sorts of saving throws, table lookups, psionic power recovery algorithms, and new and vague spell-like powers, attacks and defences. Psionics was also too inaccessible, with there being only a rare chance of aquiring psionics (since in OD&D you need a 15 in any one of intelligence, wisdom or charisma, and the chances of rolling a 15 or more is slim to begin with, using the traditional 3d6 method).
Several years pass, and Psionics ends up being relegated to an Appendix in the original AD&D Players Handbook, and receives scant treatment in the AD&D Dungeons Masters Guide. Little surprise then, if it ends up receiving little play at the gaming table.
That was a shame, and a missed opportunity. If Psionicist had been developed as a class, rather than a add-on to the existing classes, it might have gotten more play, and would have helped promote the earlier development of other specialist casters.
But there is a challenge in developing Psionicist as a class. What prime attribute to use? OD&D and AD&D give us at least three potential attributes: Intelligence, Wisdom, or Charisma. In OD&D, a 15 (or 16, in the case of AD&D) in any of those three attributes allows for the possibility of psionic aptitude.
You could allow a high score of 16 in any of those stats to permit the Player to select Psionicist as the character's class. I am philosophically opposed to this approach, because selection of any of the "standard" classes does not require a high prime attribute. I have posted earlier regarding my opposition to the specialist class, Paladin, that requires high attributes to select. I do not like the specialist class restrictions, and think all classes should be accessible to any player with at least a 9 in that classes' prime attribute: the fact that they have low stats in the prime attribute simply means they are not well-suited to that class.
In addition, Intelligence and Wisdom are not appealing to me, as a prime attribute for Psionicists in an old-school D&D system. Not because it doesn't make a certain amount of sense to attach psionic aptitude to those attributes. Rather, it is simply because they are already the prime stats for Magic Users and Clerics.
The only other stat left, of the initial three attributes, is Charisma.
Friday, September 18, 2009
D&D Ability Stats and Psionics
I will make no bones about this: I am a huge critic of the 0e and AD&D approach to psionics. I think the approach to creating psionic characters, as presented by Tim Kask and Gary Gygax in 0e and AD&D, was flawed and unsound. On the other hand, I think psionics should play a more important role in D&D.
James Mal at Grognardia has posted several times regarding a reworked psionics system. He has given that a great deal of thought, and has tried to streamline and clarify the original rules. But the problem with simply re-working the psionics system is that you never deal with the fundamental flaw of psionics in D&D. Psionics in 0e and AD&D is employed as a subsystem, rather than using the tools that are already available in the core character creation rules. As such, it merely boiler-plates something that employs none of the mechanics that players are familiar with, and as a consequence, makes psionics rare and difficult to implement in the game.
The possession of psionics skills occurs rarely, and then by happenstance. Regardless of whether you use the 0e or AD&D rules for psionics, you have a (generally) very low chance of possessing psionic abilities. For example, in AD&D, in order to have the potential for psionics, you must have an Intelligence, Wisdom or Charisma of at least 16. And if only one of those attributes is a 16, your chance is one in a hundred of having psionics.
Compare this to, say, a magic user. All you need to be a magic user, and use spells (many of which are similar to the psionic powers) is to have an Intelligence of 9.
In a way, 0e and AD&D try to use the existing ability stats to determine psionic potential. In 0e, if you have an Intelligence, Wisdom or Charisma of at least 15, you have a 10% chance of having psionics. Period. Thus, your original ability scores do affect whether you will have psionics, but to a limited extent. The problem is, if you have psionics, your psionic ability score is completely unrelated to your standard 6 ability scores. Instead of using one of your ability scores, you roll a d100 to determine your base psionic ability. Whatever you roll on the d100 is your base psychic potential. That's right, this ability does not follow the standard 3d6 ability score determination.
I feel that psionicists should have been more accessible as a class, rather than being superimposed and boiler-plated upon the existing classes. However, doing so would necessitate a different treatment of psionic abilities, to align their use more closely with the vancian spell system that is employed for the cleric and magic-user classes.