Showing posts with label Psionics. Show all posts
Showing posts with label Psionics. Show all posts

Feb 6, 2015

Psionic Combat Rules

From the psionics document I'm working on. A power pool is composed of dice of equal type and number to a creature's hit dice, and are expended to manifest powers, and dedicated (removed from the pool temporarily) to maintain powers. Powers can't be maintained when a creature rests.


Psionic Combat

Any psionically active creature may engage in psionic combat, even with creatures that are not themselves psionically active. Creatures must have minds, even if very rudimentary ones. Constructs, unintelligent undead, and most plants are immune to psionic combat.

To begin psionic combat, a psionically active creature must have line of sight, or must be able to perceive the creature through some other means (clairvoyance, seeing through dimensions, a psionic scan, etc.)

Creatures attacking in psionic combat are dazed during the round psionic combat occurs – they may not move or act, but are not helpless for the purposes of being easily coup-de-graced.

Psionic combat occurs in normal initiative order.

Mechanics

The psionic attacker chooses a target, and an attack mode. The defender chooses a defence mode, if they possess any. Only one attack or defense mode may be chosen by each side in a single exchange of psionic combat. If the defender is not aware of the attacker, is surprised, stunned, asleep, unconscious, etc., they may only defend themselves if they possess the Cognitive Labyrinth defense mode.

Spellcasters with memorised spells may choose to sacrifice memorised spells to add a bonus to their defense roll equal to the total level of memorised spells sacrificed.

Participating in psionic combat does not count as manifesting a power, and does not cause dice used in it to be expended.

Each side rolls their current power pool. They may choose to only roll a portion of their available power pool if they wish. Each roll is summed, with the higher total winning the combat.

If the attacker wins, the defender comes under their psionic control. If the attack mode causes any additional effects, they take place. The effects of attack modes that endure beyond the initial attack last so long as psionic control is maintained.

If the defender wins, the attacker loses a die from their power pool and is stunned for one round. Any psionic control the attacker is exerting over other creatures ceases immediately. The defender may move and act normally (including launching their own psionic counter-attack if they wish to and are capable.

Summary

Step
Action
1
Attacker chooses target and attack mode
2
Defender chooses defense mode
3
Spellcasters defending choose whether to sacrifice memorised spells
4
Each side rolls their current power pool and sums the rolled dice
5
The attacker either establishes psionic control or is rebuffed and loses a die from the current power pool


Attack Modes


Mental Stab: Mental stab is a blast of focused psionic energy lashing out at the conscious thoughts of the opponent. The die type used by the attacker is upgraded by two using the following scale. 1d4 – 1d6 – 1d8 – 1d10 – 1d12 – 1d20

Personality Invasion: The attacker attempts to replace the defender’s personality with their own by merging their minds. Upon a successful mental attack the target is mentally possessed by the attacker, who may operate their body as if it was their own. The puppet receives a saving throw if commanded to perform actions that endanger them.

Psionic Wave: The attacker radiates a wave of willpower affecting multiple opponents. The attacker may attack multiple opponents simultaneously. The defenders count as conducting a group psionic operation. Upon a successful attack, the attacker may use a single action to maintain psionic control of all of the defenders simultaneously. When relinquishing psionic control, all defenders must be released simultaneously.

Subconscious Subversion: The target’s basest impulses are turned against itself. Upon a successful attack, the attacker may choose to frighten the opponent, as per the Fear spell. This effect persists even after the attacker ceases psionic control.

Synaptic Overload: The target’s own psionic energy is redirected against itself by the force of the attacker’s will. Upon a successful attack, the defender takes damage equal to the sum of the dice it rolled to defend itself.


Defense Modes


Barrier Mantra: The defender fills their mind with repetitive images and phrases which provide a decoy for the attack. If the defender loses the psionic combat, they are stunned for one round instead of falling under the psionic control of the attacker.

Blank Mind: The defender empties their mind to make it harder for attackers to locate. The attacker must make a saving throw. If they fail the saving throw, the attack automatically fails, and they lose a die from their current power pool.

Cognitive Labyrinth: The defender’s mind is a warren of mental traps and illusions. The defender may defend even when unconscious, surprised, resting, asleep, dazed, etc. so long as they are not already under psionic control.

Imagination Swarm: The defender creates a swarm of imaginary thoughts that seek out nearby minds. The defender may choose draw allied non-psionic creatures into the psionic combat. The defenders count as conducting a group psionic operation. The allies are dazed for one round. If the attack is still successful, then the attack affects all equally. Psionically active creatures may also use this defence mode to participate in a psionic combat that is targeting an ally they can see.

Pinnacle of Will: The defender beats back the attack through willpower. The die type used by the defender is upgraded by one using the following scale: 1d4 – 1d6 – 1d8 – 1d10 – 1d12 – 1d20

and on psionic control:


Psionic Control


Psionic control is the state a creature is in when their mind has been successfully attacked through psionic combat.

Once established, psionic control over a creature may be maintained either by dedicating a die from the controller`s current power pool to it, or by the controller using an action each round. If the controller is dedicating an action to maintain the control, they must remain able to perceive the creature each round, but if a die is dedicated to it, the link will be maintained until the controller chooses to relinquish it.

A creature under psionic control has their current power pool reduced to 0, and they are helpless unless the controller permits them to act. The controller may not dictate the creature`s actions, they may merely declare whether they are allowed to act or not.

Any psionic powers the creature is maintaining cease when psionic control is established over it, and dice used to maintain them are expended.

Psionically attacking a creature under psionic control automatically attacks the controller, even if they cannot be seen or otherwise detected.

Jan 31, 2015

Some Reflections on Psionics

In Necrocarcerus, I use Courtney Campbell's Psionics supplement, which is an adaptation, rationalisation and upgrade of the AD&D 1e DMG Psionics system. It is an excellent free supplement.

After I ran a psionic combat the other day, one of the non-psionic PCs mentioned that it felt like in Shadowrun, when the decker starts hacking and everyone else gets up to use the bathroom, get a coffee, etc. until it's done. I feel like this comment is unfortunately accurate. While it was fun for the PC doing it, everyone else was confused and bored. I therefore find that I'm dissatisfied with with this system for several reasons, most of which derive from the source material (the AD&D 1e DMG's psionics system):

1) Psionic combat plays like an overly-complex mini-game that only involves psionic creatures. Psionic combat takes too long, requires too many calculations, and has too moving parts to understand their interaction in a straightforward way.

2) Psionic powers use points, but the value of any given point seems unclear, and many of your powers have different effects based on your total point value.

3) Psionics is too sealed off from other powers and non-psionic characters. Magic and psionics don't interact except in a handful of special cases.

4) Psionic combat and psionic powers seem really distinct from one another, like there are two power systems within the same class, which are used in different situations without much overlap.

On the other hand, there are several things about psionics as it currently stands that I like:

1) Psionics feels totally different than arcane or divine spellcasting, both stylistically and mechanically. I like that the resource allocation decisions differ between its pool-based system, and the slot-based system of spellcasting.

2) Psionic combat is a cool concept. I like the idea of different attack modes having different effects.

3) I like the distinction between minor powers that are cheap and easy to use, and major powers that are not, but are broader in their application. More generally, the powers outside of psionic combat are mostly interesting, flavourful, and well-designed.

All of this is a prelude to a larger rewrite of the psionics system. While it isn't fully worked out by any means (I'm concentrating on the Necrocarcerus rules document and aiming to finish v.1.2 ASAP) here are some ideas I'm kicking around. Some of these are adaptations from both Courtney's spell pool system from Numenhalla and AD&D 2e's Complete Psionics Handbook.

1) Magic and psionics are interchangeable. Anti-magic shells block psionics, psionic barriers block magical mental effects, my shield blocks your fire darts and vice versa.

2) Psionicists characters and creatures have a power pool equal to their HD. Wild talents have a power pool equal to half their hit dice. You recharge your power pool by resting overnight.

i.e. an 8th level Psioncist in Necrocarcerus has 8d8 to manifest powers, fight in psionic combat, etc. with (because Psionicists use d8 HD in Necrocarcerus). A 10th level wizard with a wild talent rolls 5d4.The Lesser Dreams of the Ghoul Star (a sort of embodied undead fragment of an intelligent, malign star) roll 7d12 because they have 7 HD, and those HD are d12s.

Wizards are crappy at psionics because their brains are mostly full of spells.

3) Instead of points spent, powers require the psionicist to roll dice from the power pool and exceed a target number. To maintain powers once activated, dice from the power pool must be dedicated to the power. The number of dice rolled to manifest the power is the the "Mastery" level the power manifests at, and the dice dedicated depend on the level of the power - 2 for a discipline, 4 for a science, 8 for a grand art. Dice that come up less then 3+ when manifesting a discipline, 5+ when manifesting a science and 9+ when manifesting a grand art are lost from the power pool until the character rests (i.e. you always burn the dice you lose manifesting a grand art).

(The hard/boring part of actually making this system will be restatting out all the powers)

4) Psionic combat uses grapple rules. Courtney and I both use a system where grappling is handled by both sides rolling their hit dice with the winner pinning or stunning the other side.

In this, psionicists and psionically active creatures can initiate psionic combat against any intelligent creature they can see (provided they aren't already in psionic combat) without needing an attack roll. Psionicists and psionically-active creatures roll their power pool. Non-psions have a penalty, either of the number of dice (possibly half their level or HD) or the type (d4s vs. the usual d8 of a psionic character or creature).

If the defender wins, the attacker is stunned for a round and loses a die from their power pool until they rest. If the attacker wins, then the defender loses all dice from their power pool and they render the defender helpless until they choose to retreat from their mind.

5) The different attack and defense modes would each change this dynamic in one way or another. Attackers and defenders choose their modes of attack and defense respectively when they decide to initiate psionic combat.

Psionic Wave would let you grapple multiple opponents. Psychic Crush would let you cause real damage to your opponent. Id Insinuation would let you charm or frighten an opponent instead of rendering them helpless. Ego Lash would let you puppet them (while your own body remains helpless) and Mind Knife would upgrade your die type by two but wouldn't cause any other effect upon success. The attacker selects when they first initiate psionic combat which they're using.

Empty Mind causes the attempt to initiate psionic combat to fail unless the attacker first passes a saving throw. Shield Thoughts allows you to defend even when you are surprised, unaware, dazed, stunned, unconscious, asleep, etc. Fortress of Intellect lets you both interfere in psionic combat between two other characters and drag your nearby nonpsionic friends & drones into the combat to add their dice pools to your own. Spire of Iron Will lets you increase your die type by one. Cerebral Barrier nixes any other mental effects you're under, and causes you to merely be stunned for one round if you lose the psionic combat.

These are just preliminary notes, obviously, not a fully worked out system at this point.