OSSR: AD&D 2e Complete Psionics Handbook

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Post by Shrapnel »

tussock wrote:Enjoying the trip down memory lane, despite my nitpicking.
Oh, me too. Me too.
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Post by echoVanguard »

Ancient History wrote:Well, maybe we'll do an Illithiad review someday, so everyone can bask in the vague bio-science lunacy.
That sounds awesome.

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Post by RobbyPants »

Shrapnel wrote: Actually, I did at one time read the whole thing. In it's entirety. Word for word. Including the index. (I was reeeallllyyy bored that day.)

And I read all in one sitting. (Again, really, really bored.)

Of course, I didn't understand a word of it, of course. (I had little understanding of the mechanics of D&D when I was a kid. Actually, scratch that. I STILL have no understanding of the mechanics of D&D.)
On a similar note, I had to read the rules about three times before I attempted to run them as a DM. I read them once when I got the book, got confused as hell and said "Fuck this". Some time later (over a year later), I decided I wanted to use the rules, and had to read the core parts at least twice before I felt like I was even understanding it.

The only two things I remember about actually running 2E psionics was the low level player having Disintegrate, and the players liking to pretend their PCs were just standing there and things were happening around them for no reason (that was a side-effect of my group at the time not wanting to tell anyone else anything at all about their PC ever, in case it could be used against them).
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Post by Maxus »

Ahhhh, 2E.

"What's your character?"

"He's an elf who dresses all in black. He calls himself Shadow. He has a sword."

"So he's a Fighter?"

"Not necessarily."

"So what about your character, Tim?"

"He's a human who dresses all in black. Everyone calls him Shadow because they don't know what his real name is. He has sword. He also carries a sword, and this doesn't automatically mean he's a Fighter."
Last edited by Maxus on Wed Jan 30, 2013 4:00 pm, edited 2 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Count Arioch the 28th »

I give my characters misleading names. Krunk the Barbarian was a sorcerer. Gandalf Brighthammer, Warrior of the Shield Mountains was a cleric. High Priest Vittu was a bard.

EDIT: Funny thing about Krunk. There actually was a half-orc barbarian in the group. And he was less useful in melee combat than I was (he was obsessed with monkey grip and every character he made had it for some reason. I just took my longspear, cast enlarge person on myself, and it worked out great.)
Last edited by Count Arioch the 28th on Wed Jan 30, 2013 4:25 pm, edited 3 times in total.
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Post by RobbyPants »

Maxus wrote:Ahhhh, 2E.

"What's your character?"

"He's an elf who dresses all in black. He calls himself Shadow. He has a sword."

"So he's a Fighter?"

"Not necessarily."

"So what about your character, Tim?"

"He's a human who dresses all in black. Everyone calls him Shadow because they don't know what his real name is. He has sword. He also carries a sword, and this doesn't automatically mean he's a Fighter."
Ah, maybe this was a 2E thing!

I just remember a lot of notes being passed back and forth, no one ever wanting the other PCs or players knowing what they were doing. One of the psions in the game looked like Top Dollar from The Crow and carried a katana. Typically, he would stand there manifesting, and as far as the group was concerned, he was just standing there.

Each party member seemed to be an exercise in making the most badass/mysterious looking PC possible that had the least reason to interact with the other PCs or NPCs possible. I always assumed it was the group.
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Post by Maxus »

"John, what's your character?"

"It's a completely untalkative free-standing shadow. He does not register as evil. Or undead."

"So, a wizard using an illusion to cover himself in black?"

"Not necessarily."

Edit: Dude. Ring or necklace of of silent image would totally do that effect.

*makes a note*
Last edited by Maxus on Wed Jan 30, 2013 7:20 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Ted the Flayer »

I used to think characters like that were cool. Then I turned 12.
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Post by hogarth »

RobbyPants wrote:
Maxus wrote:Ahhhh, 2E.

"What's your character?"

"He's an elf who dresses all in black. He calls himself Shadow. He has a sword."

"So he's a Fighter?"

"Not necessarily."

"So what about your character, Tim?"

"He's a human who dresses all in black. Everyone calls him Shadow because they don't know what his real name is. He has sword. He also carries a sword, and this doesn't automatically mean he's a Fighter."
Ah, maybe this was a 2E thing!
Sadly, I've seen people do the "mysterious man of mystery" thing in 3E, too. (The 3E version of the Hat of Disguise was practically made for that crap.)
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Post by Ice9 »

RobbyPants wrote:[*]They still had the psionic combat system in place form AD&D (although slightly easier to use). I seem to remember this fucking non-psinoic characters over hard, just like in AD&D.
Actually, IIRC, totally non-psionic characters were fine, because they got a special defense mode called "Non-Psionic Buffer" or something that was strong against everything except Mind Blast.

The people who really got screwed over was anybody that had a little bit of Psionics but not a lot - Psychic Warriors, multiclassed characters, etc. Because they were Psionic, they had to use the combat system, but they didn't have many defense modes or PP to use, so they were fucked. There was a meme for a while - "Brain Moles, the scourge of Psychic Warriors".


I haven't used it for "mysterious man of mystery" purposes, but I remember it being fun pretending to be a random hireling (to the foes, not to the other PCs) and hiding in the back while enemies just "spontaneously" went insane or exploded.
Last edited by Ice9 on Wed Jan 30, 2013 9:25 pm, edited 1 time in total.
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Post by K »

RobbyPants wrote:
Maxus wrote:Ahhhh, 2E.

"What's your character?"

"He's an elf who dresses all in black. He calls himself Shadow. He has a sword."

"So he's a Fighter?"

"Not necessarily."

"So what about your character, Tim?"

"He's a human who dresses all in black. Everyone calls him Shadow because they don't know what his real name is. He has sword. He also carries a sword, and this doesn't automatically mean he's a Fighter."
Ah, maybe this was a 2E thing!

I just remember a lot of notes being passed back and forth, no one ever wanting the other PCs or players knowing what they were doing. One of the psions in the game looked like Top Dollar from The Crow and carried a katana. Typically, he would stand there manifesting, and as far as the group was concerned, he was just standing there.

Each party member seemed to be an exercise in making the most badass/mysterious looking PC possible that had the least reason to interact with the other PCs or NPCs possible. I always assumed it was the group.
Every Mage I made in 2e had a sword. Only sometimes was I a Fighter/Mage or Fighter/Mage/Thief or Mage/Thief.

One time I was an elven dual-class Mage/Cleric with a sword because my god had allowed swords and multi-classing mage/cleric for elves, but a damned Helm of Alignment Change turned me evil and the DM decided that my multi-classing converted to dual since my god had abandoned me. I still got to use swords.

2e was just like that.

I don't even know how you would do a parody 2e campaign because 2e already was a parody.
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Post by echoVanguard »

The "Mysterious Man of Mystery from Mystaria" is an extremely common character concept to this day. I know a player who absolutely cannot have any fun whatsoever unless he is UP TO MYSTERIOUS HIJINKS, in which case he spends the entire session giggling to himself and has an absolute blast.

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Post by Shrapnel »

Gotta get your kicks somewhere...
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Post by codeGlaze »

I've played 3 'mysterious' characters.
An ornery mage who used a cantrip to obscure his face. *whoo~oo* (I forget my reasoning)

A red mage who preferred his helmet always-on.

And an Assassin that had a super high disguise check and masqueraded as a fighter-type in (foldable, aluminum) armor. He'd "disappear" before fights all Power Ranger style, swoop in and kill shit.

I never really got into the whole passing notes and doing shit behind people's backs thing, though.
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Post by Darth Rabbitt »

I once played a Conduit of Carceri 6/True Fiend 4 who had Expert Access to the Seduction Sphere and Harmless Form, in addition to a really high Charisma and maxed out ranks in Bluff and Disguise.

He went around telling the town we started out in that he was a Paladin, until he met the rest of the party (we were all summoned by an employer) upon which point he realized that the party was Evil and then he told them he was a Cleric of Erythnul, or some similar Evil Trickery deity (he was a compulsive liar, as a Fiendish Mental Trait.)

The best part was that his Harmless Form was that of a Drow, and we went to a Drow city so he used his +60 or so Bluff check (for purposes of lying only, it was approximately +30 vs. anything else) to convince everyone that he was an emissary of Lolth, and got command over an outpost.

Game kind of fell apart after that.

@tussock: No, I appreciate it, as I really like seeing what kind of shit can be done with this and it helps if people catch something that I miss.

@K: That's why I decided not to run one.

Will be writing up the Telepathy chapter now.

It's one big mother fucker.
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Post by Voss »

codeGlaze wrote: A red mage who preferred his helmet always-on.
Ah. Helmet-always-on-guy. I think I actually remember one of those where it really mattered, because he was deformed/hideous/cursed or whatever.
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Post by Ted the Flayer »

I played a tiefling sorcerer that was always masked because he was pretty nasty looking. Specifically, he didn't have a mouth (was descended from an ultradaemon, didn't have a mouth and had sparkly eyes).

Despite being unfriendly and private, he was outgoing and ended up as the party face. I can't do dark and brooding for very long, every character I've played has been outgoing.
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Post by Koumei »

Ice9 wrote:
RobbyPants wrote:[*]They still had the psionic combat system in place form AD&D (although slightly easier to use). I seem to remember this fucking non-psinoic characters over hard, just like in AD&D.
Actually, IIRC, totally non-psionic characters were fine, because they got a special defense mode called "Non-Psionic Buffer" or something that was strong against everything except Mind Blast.

The people who really got screwed over was anybody that had a little bit of Psionics but not a lot - Psychic Warriors, multiclassed characters, etc. Because they were Psionic, they had to use the combat system, but they didn't have many defense modes or PP to use, so they were fucked. There was a meme for a while - "Brain Moles, the scourge of Psychic Warriors".
To be honest it wasn't even that great if you were a full Psion, because you still had to play the stupid rock paper scissors thing and blow points on it whereas for "I'm not being attacked by Mind Flayers", Bob the Mage just used Non-Psionic Buffer and spent nothing and came out ahead. Likewise when you're fighting the majority of monsters, "It's Not Very Effective".

Someone on the WotC boards wrote an amusing parody of it that changed how Turn Undead worked, where you use different level spell slots for "Holy Water Sprinkler" and "Happy Voodoo Dance" and the higher level ones might or might not be stronger depending on the Profanity of the undead you try to turn, and they can in turn try to turn you, but everyone who is neither Undead nor Cleric is totally immune.
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Post by Darth Rabbitt »

Ted the Flayer wrote:I played a tiefling sorcerer that was always masked because he was pretty nasty looking. Specifically, he didn't have a mouth (was descended from an ultradaemon, didn't have a mouth and had sparkly eyes).
The scary part is that was exactly my Conduit of Carceri character's racial background.
Koumei wrote:Someone on the WotC boards wrote an amusing parody of it that changed how Turn Undead worked, where you use different level spell slots for "Holy Water Sprinkler" and "Happy Voodoo Dance" and the higher level ones might or might not be stronger depending on the Profanity of the undead you try to turn, and they can in turn try to turn you, but everyone who is neither Undead nor Cleric is totally immune.
Link?

That sounds awesome.
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Post by Koumei »

No idea, it was back before the WotC boards had their makeover and they decided to get everyone to fuck off and have only 4rries come back.

You're welcome to go there and search for Turn Undead Psionic Attack Modes or something like that... it should only take 3 or 4 days.
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Post by Darth Rabbitt »

Ironically I found it as my first result on Google.

Chapter 7: Telepathy will have to wait for now.

It's taking longer than expected, because it is not only the longest chapter but also the most confusing.
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Post by PoliteNewb »

Voss wrote:
codeGlaze wrote: A red mage who preferred his helmet always-on.
Ah. Helmet-always-on-guy. I think I actually remember one of those where it really mattered, because he was deformed/hideous/cursed or whatever.
Hell, I played that guy. He was a mongrelman.
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Post by Darth Rabbitt »

CHAPTER 7: Telepathy

Don't let the simple name fool you, this is the most convoluted chapter yet (and that's saying something.) We get some of the best and some of the worst here.

We start our Psionic Sciences with Domination, which is a psionic Dominate Monster.

Ejection is basically a last resort to escape contact, but is incredibly likely to fuck over the user.

Fate Link makes one person feel the same pain, take the same damage you do. If one of you die the other has to make a save or die too.

Mass Domination is Domination that can affect up to five targets, although you have to contact and dominate each individually.

Mindlink is basically a single target version of the "telepathy" ability in 3.X.

Mindwipe is a save or lose 1 Int, Wis, and level (or HD.) This does not reduce HP though. Psychic surgery can restore the lost stuff.

Probe allows you to "ask" one question from a contacted target per round; they answer it as what they believe is true. On spellcasters it allows you to know what spells they are casting (if any.)

Oh boy, a telepathic attack mode! Psionic Blast makes an opponent think that they've lost 80% of their current HP for six turns. If they lose the remaining 20% of that they pass out.

Superior Invisibility is like Psionic Invisibility but they can't be detected by any means other than touch. When we reach Psionic Invisibility I'll explain what that means.

Switch Personality allows you to switch personalities with people, but also have to make system shock checks to stay conscious and in the body. Like every version of this kind of ability ever it's really abuseable, and in this case you just want to find a monster with really good innate abilities (as they have no Con scores, and thus don't need to make system shock checks) and then Psychic Surgery the power to be permanent. How your Con-based powers then work is unclear (as Con-based powers' scores are reduced if your Con is reduced by this power, but you have NO Con whatsoever) although they might be based off your INT if you want to follow how every intelligent psionic monster with any powers works. Otherwise you might have to give up using Con based powers, which means you're stuck in the new body (hope it's a good one.) Also you might need to find something to disguise your new form if it's particularly scary (although most powerful monster bodies you'd consider taking probably have the "innate ability" to polymorph, or at least take humanoid form.)

EDIT: Rereading Psychic Surgery you can't Psychic Surgery this because you can't make a telepathy power effect permanent on a psionicist and this power has no maintenance cost other than the Con check. However, rereading this power thoroughly reveals that if you're in a monster body it doesn't matter because this power is permanent unless you dismiss it, and all you need to do is make Con checks with your non-existent Con score, thus meaning that you can't fail. So you still can enjoy being Captain Ginyu; it actually takes less work than I thought it did.

Tower of Iron Will's description literally gives us nothing new about the power (that had been mentioned earlier in "Psionic Combat,") other than its range and the general vague bullshit about using the Freudian subconscious that all of the defense modes mention.

Devotions will come soon now.

Attraction makes one target really want one person or thing. It points out that normally you can't basically make people do obviously suicidal things but if you're smart you can kill people with it (they give the example of poisoning wine)
Aversion is the opposite of attraction and not as clearly worded. So you can still trick people into suicide with it.
Awe is save vs. spell or contacted targets cower and try to flee from you if possible.
Conceal thoughts blocks forms of psionic or magical methods of mental or life detection, unless whatever's trying to contact you wins a psychic contest.
Contact is basically 2 pages of explaining how to establish contact, and modifiers based off of level, distance, and creature type. Necessary for telepaths and actually useful for explaining what it does, which is kind of scary. But nothing in the Advanced Dungeons & Dragons 2nd Edition Players Handbook/Rules Supplement: The Psionics Handbook is perfect; for this it's determining whether or not elves and orcs and what not count as "mammals" or "monsters." And lol if you're a non-psionic character or wild talent trying to avoid all this.

Bad Pun Alert: A group of what are presumably adventurers have a passed out lizard man bound to a tree and one of the adventurers is apparently reading its mind, judging from his bizarre expression and the lizard man's. Caption is "Probe: We have ways of making you think."

Daydream distracts targets with INT less than or equal to 14 who are doing things casually, giving thieves bonuses to sneak past them and non-thieves the bonuses of a 4th level thief to do so.
Ego Whip, in addition to being a fucking telepathic attack mode, dazes a target and gives -5 to all of a contacted target's rolls for 1d4 rounds.
Empathy allows you to detect emotions.
ESP is basically detect thoughts.
False Sensory Input is basically an image spell that a single target automatically believes, only it's given rather vague and abuseable "limits." So it's exactly like a single target image spell.
Id Insinuation is another fucking attack mode that causes the target to be able to do nothing for 1d4 rounds because their id takes over their minds. Really.
Identity Penetration is single target true seeing that can see through mundane disguises but requires contact.
Incarnation Awareness is so majestic that I need to stop here. Its amazing powers will be revealed later now:
Incarnation Awareness wrote:By applying this power to another character, the psionicist can regain past lives. One past life can be explored per round, starting with the most powerful personalities (usually these are also the most famous, but not always.) The psionicist also knows immediately how many times this particular personality has been killed and raised from the dead. It is up to the players to put this information to use.
And I bet you all thought that object reading was going to be the most powerful and useful thing in this book. But as you can tell from the description, Incarnation Awareness beats even that.
Inflict Pain is another [Evil] power, which is a touch attack requiring contact which forces a save vs. paralysis or take -4 on attack rolls and/or disrupt any spell being cast by the target from the pain.
Intellect Fortress is basically used by psionicists to prevent their non-psionic friends from being mind raped by psychic powers.
Invincible Foes is not an [Evil] power despite it hypnotizing the target into believing they are about to die in one hit and causing them incredible pain if they are hit by anything (and pain without death is implied to be [Evil] above.) It can also be reversed to make the person think they can kill anyone in one hit, and if the target hits someone they see that someone as being dead unless the "dead" person attacks them.
Invisibility convinces someone contacted that someone else is invisible, but they can be detected by smell, sound, or touch.
Life Detection is basically the Mindsight ability from Lords of Madness that requires either one or two rounds of concentration depending on creature type. Its power check is made secretly by the MC, as is often the case with detection/divination/clairsentience spells and powers.
Other than that Mental Barrier is a power and a defense mode, we find out nothing about it other than its cost and power score.
Mind Bar gives the user 75% magic resistance vs. mind-affecting affects and magic jar, and total protection from all telepathy powers except attack modes. Have you noticed all of the fapping to telepathic combat? I have.
Mind Blank is a defense mode that costs nothing and is assumed to be always on unless you use another defense mode.
Mind Thrust, is a psychic attack mode that prevents the use of one of the target's random psionic powers (chosen randomly) for 2d6 days if successful.
Phobia Amplification makes a target who fails a save vs. spell try to protect themselves from their greatest fear, to the best of their abilities.
Post-Hypnotic Suggestion is a contingent suggestion spell on a creature with an INT between 7 and 17
Psychic Crush is the last psionic attack mode, and does 1d8 damage vs a failed save vs. paralysis.
Psychic Impersonation makes you appear like one creature you made contact with to other creatures with psionic powers.
Psychic Messenger allows you to send holographic messages.
Repugnance makes targets blindly attack one thing, with no save unless it's strongly opposed to their alignment (an example is given of a cleric attacking his own temple.)
Send Thoughts can be used to give a message to someone or distract a wizard casting spells.
Sight Link allows you to see what someone else sees, Sound Link allows you to hear what someone else hears, and Taste Link allows you to taste what someone else tastes, allowing a psionicist to orally pleasure himself or herself without using expansion.
Synaptic Static is a sort of anti-psionic field, with anyone trying to manifest powers requiring winning a psychic contest against the creator of the field to do so.
Telempathic Projection can make someone angrier or less angry, or happier or less happy, or sadder or less sad, etc. depending on emotions.
Thought Shield's description gives us as much as Mental Barrier's does.
And Truthear allows you to automatically detect all intentional lies made by a target.

Now we're done with Telepathy, and just to let you know reading and reviewing this chapter took me longer to write up than all of this week's college homework I have.

Next up is Chapter 8: Metapsionics.
Last edited by Darth Rabbitt on Sun Feb 03, 2013 6:52 pm, edited 3 times in total.
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Post by Darth Rabbitt »

CHAPTER 8: Metapsionics

We're introduced to the idea of level prerequisites for powers, which begs the question as to why something like disintegrate doesn't have them.

Appraise gives the odds of a specific plan or action working. On a power score result you get 3 rerolls on any rolls involving your plan. On a 20 you can't use this power again for 1d4 days (as opposed to a "you get false information" like every other power like this one. Actually a pretty decent divination ability that for some reason is not in Clairsentience because "fuck Clairsentience," apparently, and has no prerequisites in any discipline.

Aura Alteration can be used for undetectable alignment or remove curse. Unfortunately the remove curse ability gets all sorts of penalties for some reason. It requires psychic surgery and character level 5.

Empower allows you to make intelligent psionic items. Like all item creation abilities it's totally abuseable and requires fucktons of downtime. It requires character level 10.

Psychic Clone allows you to make an invincible (except to mental combat, of course) copy of yourself that can walk across acid but not water for some reason. You can't do anything other than control it and can be auto-killed but your clone gets all your powers. On a result of power score it can walk through solid objects. Requires clairaudience, clairvoyance, psychic messenger, and character level 5.

Psychic Surgery can be used to cure "psychic aliments" (essentially non-magical mental and/or neurological problems, up to comas,) force things that are possessing someone to engage in psionic combat to drive it out (because we need more psionic combat, apparently,) help characters become wild talents, or either make a telepathy effect on someone permanent or end one. The latter is super abusable, even with all its restrictions; it even lists that you can have permanently dominated thralls.

Split Personality gives you the ability to take two sets of actions per round, and if one personality is taken down the other is still up and running. Take that 3.0 haste! Only downside is that you need to make a save if either is fucked with and you're trying to end the power. Requires psychic surgery and 10th level.

Ultrablast requires 10th level and is a mass save or suck. However it has a chance of making you save or die if you roll a 20 on your power check. That's this book's "balance" for you; give out powers that are awesome but have a chance of screwing you over. Actually that applies to AD&D as a whole.

Metapsionic Devotions:

Cannibalize allows you to turn Con to PSP at a rate of 8 PSP/1 Con.
Convergence allows for a bunch of psionicists who all know this power to form a massive circle jerk to pool their powers and defenses. Nice if you have at least 2 4th level psionicists who know convergence and this power, which is to say that you'll probably never see use of it
Enhancement allows you to do Meditative Focus faster but doesn't require Meditative Focus. Weird. Does require 6th level.
Gird allows you to keep powers maintained in your sleep for double PSPs. Requires 3rd level.
Intensify allows you to increase either Con, Int, or Wis for manifesting purposes but lower the other two for all purposes. It then contradicts itself where it gives an example of it only reducing the other two scores for non-manifesting purposes.

Bad Pun Alert: A guy in a library is holding up a glowing curved sword while apparently meditating. The caption is "Empower: The sword can be mightier than the pen."

Magnify allows you to double, triple, or quadruple all affects of another power by paying a shitload of power points. All it requires is 6th level.
Martial Trance allows you to get +1 to all Telepathy power scores in exchange for doing nothing other than telepathy. You're also a sitting duck. Requires level 3.
Prolong is basically Enlarge Power. Requires 4th level.
Psionic Inflation makes all power costs (other than yours) in a 100 ft. radius double. Requires 3rd level.
Psionic Sense is basically detect psionics. Requires mindlink.
Splice is super abuseable and allows you to stick 2 or more powers together.
Stasis Field allows you to make time pass differently in this realm.
And Wrench fucks with creatures that exist on the Prime and another simultaneously (but not MC penis extensions gods, lol fuck you for trying.)

Next up is Chapter 9: Psionic Campaigns and Monsters
Last edited by Darth Rabbitt on Mon Feb 04, 2013 3:30 am, edited 1 time in total.
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Darth Rabbitt
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Post by Darth Rabbitt »

Chapter 9: A Psionics Campaign (and monsters.)

It starts with advising that you introduce psionics into your campaign by having a psionic NPC, or allow only one player to be a psionicist. If you don't it implies that everyone will want to be a psionicist, or no one will. I've always hated sections in AD&D books telling the reader how players will react to things; they usually come off as smug bullshit, at absolute best misguided attempts to help MCs. This comes off somewhere in between.

There's a list of suggestions of possible NPC attitudes towards psionics, and a list of how psionics fit into established settings. Actually pretty decent, especially compared to the stinker that was the advice towards introducing psionics above.

There's then a whole thing about how "magic and psionics are different" again, just in case you thought magic-psionics transparency was a thing in this. There's then a list of how specific magic and psionic effects interact, and it is confusing and makes me sad in the pants.

Then there's a tangent on how the philosopher's stone boosts the power scores of a psionicist's primary discipline (which is presumably the one they have the most powers from, since you gain access to more disciplines over time) how the rare crystalline salt variant (?) boosts two disciplines, and how the "extremely rare white powder" boosts scores and doubles PSP regeneration rate. Seems extremely unnecessary.

There are then suggestions as how to run psionic villains, monsters, and NPCs which mostly boils down to "hit and run" for monsters, "have an army of minions" for villains and "be secretive about your powers" for other NPCs. This section is basically useless but it doesn't rustle my jimmies in the way the first section did.

There is then some hippie New Age bullshit about how psionic powers feel, man! And then some suggested mythological and folkloric background for more on psionic characters, which is significantly less stupid.

Psionic Monsters!
The Baku is apparently what Drowzee is based off of. They're basically 12th level psionicists in the body of an elephantine creature. They can be NG, NE, or TN, which are super special awesome for no reason, and have at-will invisibility and a fear attack.
Brain Moles are what they always have been: (adorable!) star-nosed moles that screw over psionic characters hard for no real reason.
Cerebral parasites are a 2e puzzle monster that only attack psionicists and are only damaged by cure disease.
Intellect Devourers are much more powerful than they are in 3.x because they are immune to less than +3 weapons and have a version of energy containment that makes them basically immune to spells. They're also 6th level psionicists.
Ustiliagors are baby intellect devourers that are weaker in every way (3rd instead of 6th level) except for their telempathic projection power which is much better for them for some reason. At this point I don't even care.
Lesser Shedu are flying 9th level psionicists and Greater Shedu are flying 14th level psionicists that radiate a constant 10' radius protection from evil.
Thought Eaters are still ethereal Psyducks that eat powers, spells, and INT points in that order.
Su-Monsters are ape-men who have weak psionic powers and are immune to mind-affecting effects. They're also the only creature in this chapter that manifests powers at a level other than their HD.
And vagabonds are bullshit body-switchers with no stats of their own other than Intelligence that often possess horses because this is 2e which liked screwing horses more than Bronies.
There's then a list that gives psionic powers to creatures that don't have them without raising their XP value or taking any other abilities away.
The book closes with a table of powers and an index of the book.

Next up: if there is still interest I might do the 2e Arms and Equipment Guide at some point in the future (I believe RobbyPants expressed interest in me reviewing that?)

PEACE I'M OUTTA HERE
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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