D20 Modern Horror Combat System Part 2 – From the neck up…

Now you can see why it’s taken so long to post this info, I am trying to make it detailed and visceral while at the same time being as general as possible so these results can be used for most situations. I know this seems to add a ton of complexity to combat but remember that in Modern Horror the monsters usually target only a single body location so most encounters will require you to reference one or possibly 2 entries.  I would say I hope you enjoy my work but that just brings up too many disturbing questions…

5.6 Combat Effects by Body Part
The effects of Double Max and Crits are organized by body location with more specific effects based on the damage type. These types consist of Slice, Pierce, Crush, Gunshot, Fire, Acid, and Rip / Tear. Horrors may also have even more detailed violence than these categories in their specific descriptions, you’ll just have to wait and see…
NOTE: Rip / Tear as a damage category encompasses a number of different attack types. Ripping attacks include such things as animal claws and metal hooks. Tear attacks include bites as well as ferociously serrated saw blades.

Head (Small Body LHP)
ZERO LHP : The character is knocked unconscious until he is restored to at least 1 LHP on his Head.
DOUBLE MAX : 1. The character is immediately rendered unconscious. If Treat Injury DC 20 is performed within 1 round then he will regain 1 location HP and also consciousness. He will still be unable to perform any coherent action since he has been massively concussed. Movement at 10’ per round and no actions. This persists until head damage is healed up to 1 point. If this attack has reduced the character’s overall HP below 0 then he is now in a coma and will die in 10 minutes from a subdural haematoma without 5 rounds of uninterrupted Treat Injury (DC20). 2. Pierce, Gunshot or Crush attacks also cause 2 pts of INT damage. 3. Fire, Acid, Rip / Tear and Slice attacks will also cause 2 pts of CHA damage.
CRITICAL : Gunshot : BOOM! HEADSHOT! Yup, you’re dead.
Slice : Death Scene Inspiration – O-ren Ishii in Kill Bill Volume 1. Yup, you’re dead.
Pierce : FORT Save DC 30 or skull impaled, fail and yup, you‘re dead. Otherwise, unconscious and in a coma for 1 week. Wakes with partial amnesia (1d6 month memory loss) and 1d3 INT damage, rehab required.
Crush : SPLAT! Yup, you’re dead. Anyone within 20’ that was looking in this direction when the attack occurred must make a Will save at DC 20 or lose 1 SAN point due to the gruesomeness.
Rip / Tear : Catastrophic Contusion! Lose 1 CHA immediately, REFLEX Save DC 30 or this increases to 1d4 CHA. The massive gaping wound also bleeds profusely, lose 1d3 points from overall HP per round until Treat Injury (Staunch Wound) for a full round is performed.
Fire : Brain-B-Que! FORT Save DC 30 or head totally fried and yup, you’re dead. If save successful then brain only parboiled, lose 1d4 INT and in a coma for a week.
Acid : Spill on Aisle 9! Yeah, this pretty much defines CHA loss. Lose 2 CHA immediately, REFLEX Save DC 30 or this increases to 1d6 CHA. Anyone within 20’ that was looking in this direction when the attack occurred must make a Will save at DC 20 or lose 1 SAN point due to the gruesomeness.

Face (Small Body LHP)
ZERO LHP : The character is knocked unconscious until he is restored to at least 1 LHP on his Face.
DOUBLE MAX : Your face is a gruesome mess, you won’t lose your sight but it will be a close thing. The character is immediately rendered unconscious. If Treat Injury DC 20 is performed within 1 round then he will regain 1 location HP and also consciousness. He will still be unable to perform any coherent action since he has been massively concussed. Movement at 10’ per round and no actions. This persists until face damage is healed up to 1 point. The character will also suffer 1d3 CHA loss without plastic surgery. If this wound reduces the character’s overall HP to 0 or less then he will begin to choke on his own teeth and blood and die within 2 rounds unless someone simply clears his airway and lies him on his side to drain off anymore bleeding. Anyone within 20’ that was looking in this direction must make a Will save at DC 20 or lose 1 SAN point due to the gruesomeness.
CRITICAL : Gunshot : BOOM! HEADSHOT! Yup, you’re dead.
Slice : Death Scene Inspiration – Taye Diggs in Equilibrium. Death from shock and blood loss in blind screaming agony within 2 rounds. Even if somehow saved the character is now permanently blind and faceless (CHA permanently 3).
Pierce : In through the front, out through the back! Face impaled, do I even need to say it? Okay, fine, I will! Yup, you’re dead.
Crush : Face Pulped! The character is immediately rendered unconscious. If Treat Injury DC 20 is performed within 1 round then he will regain 1 location HP and also consciousness. He will still be unable to perform any coherent action since he has been massively concussed. Movement at 10’ per round and no actions. This persists until face damage is healed up to 1 point. FORT Save DC 20 once per eye or lose sight in that eye. Lose 1 CHA immediately, REFLEX Save DC 20 or this increases to 1d3 CHA. Anyone within 10’ that was looking in this direction when the attack occurred must make a Will save at DC 20 or lose 1 SAN point due to the gruesomeness.
Rip / Tear : Death Scene Inspiration – The Space Marine face removal in Hellraiser : Bloodlines. Same effects as Slice.
Fire : Chippendale Char Face! REFLEX Save DC 20 to be blinking during the attack. Failure means permanent blindness. 3rd degree burns to your whole face immediately incurs 1 CHA loss, failing a FORT Save DC 25 (rejected skin grafts) increases this loss to 1d3 CHA.
Acid : Death Scene Inspiration – Drake in Aliens and that poor security guard in The Fly 2. REFLEX Save DC 20 to be blinking during the attack. Failure means permanent blindness, even if the save is made that means your eyelids are fused together until you get to a hospital (temporary blindness). Severe acid burns to your whole face immediately incurs 1 CHA loss, failing a FORT Save DC 25 (rejected skin grafts) increases this loss to 1d4 CHA. Anyone within 10’ that was looking in this direction when the attack occurred must make a Will save at DC 20 or lose 1 SAN point due to the gruesomeness.

Mouth (Tiny Body LHP)
ZERO LHP : The character has 2 fat lips, so much so that he can not speak intelligibly until his Mouth LHP is brought back up to a minimum of 1.
DOUBLE MAX : Multiple jaw fractures! The character is immediately rendered unconscious and loses 1d4 teeth. If Treat Injury DC 20 is performed within 1 round then he will regain 1 location HP and also consciousness. He will still be unable to perform any coherent action since he has been massively concussed. Movement at 10’ per round and no actions. This persists until mouth LHP is healed up to 1 point. Even after being healed to 1 LHP the character will require his jaw to be wired shut for the next 6 weeks while the jawbone heals. During this time the character will be -2 CON due to being restricted to a liquid diet, he will also lose 1d10+10 lbs of body weight.
If this wound reduces the character’s overall HP to 0 or less then he will begin to choke on his own teeth and blood and die within 2 rounds unless someone simply clears his airway and lies him on his side to keep his swelling tongue from blocking it off again.
CRITICAL : Gunshot : Jaw-Be-Gone! REFLEX Save DC 30 or else…yup, you’re dead. If the save was successful then the character will only wishes he was dead. The bullet(s) caught the character from the side instead of from the front so instead of being partially decapitated the character has had his bottom jaw blown off. In the case of lower calibre ammunition this will be only partial removal. The character will immediately begin to bleed out at the rate of 4HP per round, a Treat Injury (Staunch Wound) check successfully made will stop the flow. The character will also lose 1 CHA for each point of damage from this attack. It will take one month of surgery and recovery per CHA point restored, but the surgery can never restore a perfect likeness to the character so there will always be a permanent -2 CHA penalty.
Slice : Jaw-Be-Gone Part Two! Reflex Save DC 30 to keep jaw attached, but still bleeding 2HP per round until treated. If the save is failed then the lower jaw has been severed, bleed 4HP per round until treated and no speech or eating until surgery can be performed to reattach. If there is no possibility of emergency surgery then the character has his CHA reduced to 3 permanently, his CON is reduced by 4 and his body weight is reduced by 20% due to a permanent liquid diet.
Pierce : The jaw is pierced from below, REFLEX Save DC 25. Failure means yup, you’re dead as the weapon drives upward into the brain. Success means loss of all Mouth LHP, the character is bleeding at 2HP per round and cannot speak until this wound is sewn shut.
Crush : The character’s jaw is broken…badly. Same effects as Double Max.
Rip / Tear : Jaw dislocated and severely lacerated. The character is unable to speak and is bleeding at 1HP per round. Until the jaw is popped back into place the character is in agony (Apply one Pain Level to the character). A single Treat Injury (Pain Relief) check will take care of the pain and the dislocation. Even after repairs the character will have great difficulty speaking and is -4 on all communication-based skill checks (Diplomacy, Streetwise, Gather Information etc).
Fire : REFLEX Save DC 30. Failure means that the character was inhaling when the blast hit him in the mouth, he has scorched his esophagus and lungs. Yup, you’re dead. Success means the character’s mouth has received 3rd degree burns to the lips, tongue and teeth/gums. -2 CHA until plastic surgery performed and the character has permanently lost his sense of taste which also causes the character to gain the mental affliction, Depression. Until the character has had a month of skin grafts and rehab he is completely unable to speak or eat solid foods (-2 CON and lose 20% of body weight). Even after repairs the character will have great difficulty speaking and is -4 on all communication-based skill checks (Diplomacy, Streetwise, Gather Information etc).
Acid : REFLEX Save DC 25. Failure means that the character was inhaling when the blast hit him in the mouth, he has scorched his esophagus and lungs. Yup, you’re dead. Success means the character’s mouth has received acid burns to the lips, tongue and teeth/gums and is bleeding 2HP per round from the open sores. -4 CHA until plastic surgery performed and the character has permanently lost his sense of taste which also causes the character to gain the mental affliction, Depression. Until the character has had a 2 months of skin grafts and rehab he is completely unable to speak or eat solid foods (-3 CON and lose 20% of body weight). Even after repairs the character will have great difficulty speaking and is -4 on all communication-based skill checks (Diplomacy, Streetwise, Gather Information etc).

Eye (Tiny Body LHP)
ZERO LHP : The character has been temporarily blinded in that eye (-2 to attack rolls, Reflex saves and visual-oriented skill checks). This lasts until 1LHP is restored to the eye, even so the character will still be at -1 due to blurred vision and will remain thusly until he has had a chance to rest and restore all LHP to the eye.
DOUBLE MAX : The eye is destroyed, no rehab is possible and the character is permanently blind in that eye (same rules apply as ZERO LHP but forever). The character loses a point of CHA until he can be fitted with a glass eye or stylish eye patch.
CRITICAL : Gunshot : Eye is destroyed. REFLEX Save DC 25 or else the bullet enters the brain…yup, you’re dead.
Slice : Death Scene Inspiration – Un Chien Andalou by Luis Bunuel. Same results as Double Max.
Pierce : Eye is destroyed. REFLEX Save DC 25 or else the point enters the brain…yup, you’re dead.
Crush : Eye crushed and permanent blindness unless REFLEX Save DC 25 is made, in which case a severe black eye instead and temporary blindness until swelling goes down (7 days – CON modifier).
Rip / Tear : Eye torn from socket and permanent blindness unless REFLEX Save DC 25 made in which case the area around the eye is severely  slashed and the character is bleeding 1HP per round and temporarily blinded until Staunch Wounds is applied. No matter whether the save is successful or not this also causes scarring for -1 CHA until plastic surgery is performed.
Fire : Eye pops from the extreme heat, permanent blindness. If REFLEX Save DC 25 is failed then the flames enter the socket and cook the brain as well… yup, you’re dead.
Acid : Eye melts causing permanent blindness and -2 CHA until a glass eye and plastic surgery is performed. If REFLEX Save DC 25 is failed then acid enters the socket and into the brain as well… yup, you’re dead.

Ear (Tiny Body LHP)
ZERO LHP : The character’s ear has been boxed, he is now temporarily deaf in that ear due to a combination of ringing and muffling (-6 to all Listen checks). The deafness will cease as soon as the ear is brought up to at least 1 LHP.
DOUBLE MAX : The ear is destroyed and the character is permanently deaf in that ear (-4 to all Listen checks). This deafness can be abated with a hearing aid but the tech is still not perfected yet so the character will still suffer -2 to all Listen checks.
CRITICAL : Gunshot : Within Ear Shot! REFLEX Save DC 25 or bullet enters brain… yup, you’re dead. If the save is successful then your ear has been shot off  and bleeding at 1 HP/round (-2 CHA and -3 to all Listen checks until plastic surgery and a hearing aid reduce these penalties to -1 and -2 respectively).
Slice : The Van Gogh Special (or if you prefer, The Reservoir Dog Treat)! The character’s ear is cleanly sliced off his head and he is bleeding at 1 HP/round (-2 CHA and -3 to all Listen checks until plastic surgery and a hearing aid reduce these penalties to -1 and -2 respectively).
Pierce : In one ear and out the other! REFLEX Save DC 25 or the point enters brain… yup, you’re dead. If the save was successful then the eardrum was perforated and the character is deaf in that ear until surgery and a month of healing can take place (-3 to all Listen checks).
Crush : Cauliflower ear! The character is deaf in that ear until the swelling and ringing abate (-3 to all Listen checks). This takes 24 hours and must include 8 hours of bed rest. If the character fails a REFLEX Save DC 20 then he is also concussed by the blow to the head and the -3 applies to all skill checks and attack rolls due to being punch-drunk. Recovery from this takes 21 days minus the character’s CON score (minimum 2 days).
Rip / Tear : Ear torn off, same effects as Slice but bleeding at 2 HP/round due to the ragged nature of the wound.
Fire : REFLEX Save DC 25 or flames cook brain… yup, you’re dead. If save successful then ear burnt off and character suffers -3 CHA and Listen checks, this will be reduced with plastic surgery and a hearing aid to -2.
Acid : Same effects as fire plus bleeding at 1 HP/round until staunched.
Note: If both ears are removed are destroyed then obviously Listen checks are impossible without proper medical attention or hearing aids.

Nose (Tiny Body LHP)
ZERO LHP : The character’s nose has been broken, applying a splint will raise it to 1 LHP only until a chance to naturally heal can occur. In the meantime, the character is bleeding at 1 HP/round and is also having difficulty breathing so performs all skill checks and attack rolls at -1 (this does not include Swim skill).
DOUBLE MAX : The character’s nose has been crushed! He is bleeding at 2 HP/round as well as -2 to skill checks and attack rolls since it is impossible to breathe through his nose whatsoever (this does not include Swim skill). He will also suffer -1CHA due to his misshapen nose once it has healed (plastic surgery can repair this damage).
CRITICAL : Gunshot : Blew your nose…clean off! REFLEX Save DC 25 to take the shot from the side instead of the front, if failed then the bullet enters the brain from the front… yup you’re dead. If the save was successful then your nose was only shot off (-2 HP/round from bleeding and -3 CHA). If Preserve Limb can be performed then the nose may be reattached but there will still be scarring (-1 CHA). If, on the other hand, the nose cannot be saved then an artificial nose can be attached instead, this reduces the CHA penalty to -2.
Slice : Nose is sliced off. Same results as a successful save on a Gunshot Crit.
Pierce : REFLEX Save DC 25 to take the stab from the side instead of the front, if failed then the point enters the brain from the front… yup you’re dead. If the save was successful then a large hole has been punched through your nose (Bleeding at -2 HP/round and -1 CHA without plastic surgery).
Crush : See Double Max.
Rip / Tear : Nose been torn or bitten off. Same results as a successful save on a Gunshot Crit.
Fire : Roasted nose! REFLEX Save DC 25 to avoid inhaling flames, failure means that the character breathed in fire and destroyed his lungs… yup, you’re dead. A successful save means that his nose has sustained 3rd degree burns, if the character fails a FORT Save DC 25 then it cannot be saved and must be amputated (see Gunshot Crit for CHA effects), otherwise he needs skin grafts and -1 CHA permanently.
Acid : Nose melted! REFLEX Save DC 25 to avoid the acid melting into your brain or else… yup, you’re dead. If the save was successful then he simply has no nose anymore (-2 HP/round and -3 CHA). The only option is an artificial nose which reduces it to -2 CHA.

Neck (Small Body HP)
ZERO LHP : The character’s larynx has been bruised and he is rendered temporarily mute until he regains 1 LHP.
DOUBLE MAX : The character’s carotid artery has been severed! The character is firing arterial spray everywhere (5 HP/round from bleeding) and will fall unconscious from blood loss in CON/5 rounds (round up). Even using Staunch Wound will require a Skill Check every round to maintain wound closure until the Medic has 5 uninterrupted rounds to stitch it closed (during which he must still make a skill check every round to maintain closure, a failed roll still allows him to continue stitching up the wound though).
CRITICAL : Gunshot : Esophagus destroyed! REFLEX Save DC 25 or … yup, you’re dead. If the save is successful then the character will still die of suffocation in CON rounds unless a tracheotomy is performed.
Slice : REFLEX Save DC 25 or decapitated…yup, you’re dead. If the save was successful then the carotid artery is severed instead (see Double Max for results).
Pierce : Throat impaled! REFLEX Save DC 30 to avoid spine and/or carotid impalement, failure means death. A successful save still means the character is bleeding at 3 HP/round from the jugular vein and renders him temporarily mute until Throat LHP are restored to full.
Crush : Larynx crushed! REFLEX Save DC 25 to maintain an air passage or else the character suffocates and dies in CON rounds unless a tracheotomy is performed. If save successful then the Crit renders him temporarily mute until Throat LHP are restored to full.
Rip / Tear : Throat torn open! No need for a tracheotomy in this case. REFLEX Save DC 25 or death. If the save is successful then carotid bleeding occurs instead (see Double Max for results).
Fire : REFLEX Save DC 25 to avoid your throat being cooked. If the save fails… yup, you’re dead. A successful save means Throat LHP reduced to 0 and the character is rendered temporarily mute until returned to full LHP.
Acid : Melty Throat! REFLEX Save DC 25 to avoid decapitation due to throat melting away, failure means death. A successful save means Throat LHP reduced to 0 and the character is rendered temporarily mute until returned to full LHP.

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D20 Modern Horror – Classes : The Finale

Finally! I know I said I would post a class a day over 3 days but it didn’t work out as planned. To make up for it I am posting the last 2 classes in one day :). I am now officially finished all the classes for my game, if I have made any glaring omissions please feel free to leave a comment and I will endeavour to add the missing pieces at a later date (presuming that the suggestion fits with the tone of the game I am creating of course). So at last and without further adieu … here are the Mentalist and the Autodidact!

1.5.2 Mentalist

This Protagonist was born with powers beyond those of normal humans. These abilities manifest as various forms of ESP, Telepathy or Mind Control. Inspirations: Mr. McGee in Firestarter, Johnny Smith in The Dead Zone, Desmond in Lost, Tangina in Poltergeist and of course Professor X.

PRIME REQUISITES – A Mentalist has to be both mentally resilient as well as highly empathetic, thus WIS and CHA must be above average to succeed.

PROTAGONIST ALIGNMENT – Pushers are all about Order and ordered thought, they derive their overpowering Strength of Will from this. All Pushers are Lawful in alignment. Sensitives see too much of the Real and thus it makes them very erratic in their behaviour, Chaotic alignments only. Finally, Telepaths must maintain calm and balance to keep the outside world from overwhelming their Inner Self, thus they are always Neutral in alignment.

PSYCHOLOGICAL DISORDER –  Pushers must choose one disorder from Personality Disorders or else either PTSD or OCD. Sensitives must choose one disorder from Anxiety Disorders, Mood Disorders, Impulse Control Disorders, Addiction (Alcohol) or PTSD. Telepaths must choose from Anxiety Disorders, Mood Disorders, Addiction (Downers or Alcohol) or Personality Disorders.

CLASS SKILLS – All Mentalists start with Concentration (Rank 4) and Psychic Focus (Rank 1 + Special). Pushers and Telepaths also start with Bluff, Diplomacy and Knowledge (Streetwise) at Rank 2. Sensitives start with Spot, Search, Listen, Sense Motive and Handle Animal at Rank 2.
Bluff, Climb, Concentration, Craft (Visual Art and Writing) (Sensitive only), Diplomacy (Pusher and Telepath only), Disguise (Telepath only), Drive, Gamble, Gather Information, Handle Animal, Hide (Sensitive only), Intimidate (Pusher and Telepath only), Investigate, Jump, Knowledge (Arcane Lore – Sensitive & Telepath only, Art – Sensitive only, Behavioural Sciences, Current Events, Popular Culture, Streetwise, Theology and Philosophy – Telepath only), Listen, Move Silently (Sensitive only), Perform (All but Act and Stand-Up – Sensitive only, Act and Stand-Up – Pusher & Telepath only), Profession, Read/Write & Speak Language, Research (Telepath only), Ride (Sensitive only), Search, Sense Motive, Sleight of Hand (Pusher & Telepath only), Spot, Survival (Sensitive only), Swim and Treat Injury (Sensitive & Telepath only).

Skill Points at 1st Level: (4 + WIS modifier) x 4
Skill Points at Each Additional Level: (4 + WIS modifier)

FEATS – Mentalists start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Alertness (Sensitive only), Animal Affinity (Sensitive only), Armour Proficiency (Light), Athletic, Attentive, Blind-Fight (Sensitive & Telepath only), Brawl only, Combat Expertise only, Combat Reflexes (Sensitive only), Confident (Pusher only), Creative (Sensitive only), Deceptive (Pusher & Telepath only), Defensive Martial Arts and related feats (Telepath only), Dodge and related feats (Sensitive only), Educated, Focused, Frightful Presence (Pusher & Telepath only), Improved Initiative, Iron Will, Lightning Reflexes (Sensitive only), Low Profile, Medical Expert (Sensitive & Telepath only), Meticulous (Sensitive only), Nimble (Sensitive only), Personal Firearms Proficiency only, Point Blank Shot only, Quick Draw (Sensitive & Telepath only), Quick Reload (Sensitive only), Renown, Run, Simple Weapons Proficiency, Stealthy (Sensitive only), Track (Sensitive only), Trustworthy (Pusher & Telepath only) and Windfall.

CLASS FEATURES – Mentalists at 1st level must choose which Psychic Discipline they will pursue, they may never choose a 2nd Discipline. They must expend one of their 2 initial feats on the choice they make. Pushers use Domination, Sensitives  use ESP and Telepaths use Telepathy.
Bonus Features :
Domination
The Protagonist has the ability to take control of the body and/or mind of other human beings as well as some animals (usually higher mammals). These abilities are focussed through the Pushers voice, he does not have to give direct orders since he is sending out subsonic subliminal commands (in other words, he can be talking about anything at the time of the Push) but if he is gagged or otherwise drowned out he cannot Dominate others. All these powers are full round combat actions.
Rank 1 : Can give one simple command to a higher mammal (Sit, Stand, Roll-Over, Play Dead etc) that will be obeyed for one round (Will Save DC 25 + Psychic Focus skill). Can make one human move 5’ in any direction of his choice (Will Save DC 25 + Psychic Focus skill). Can make one human agree with one simple sentence (Will Save DC 25 + Psychic Focus skill). Can make one human say one simple sentence (Will Save DC25 + Psychic Focus skill).
Rank 5 : Can give a series of simple commands to a higher mammal (Sit, Stand, Roll-Over, Play Dead, Attack etc) that will last for 5 rounds or can give one simple command to all non-human higher mammals within a 30‘ radius that will last a single round (Will Save DC 20 + Psychic Focus skill) . Can make one human move 10’ in any direction of his choice (Will Save DC 20 + Psychic Focus skill). Can make one human agree with anything he says for 1 minute or all humans in a 10’ radius agree with one simple sentence (Will Save DC 20 + Psychic Focus skill). Can make one human attack a single target of his choice for one round (Will Save DC 20 + Psychic Focus skill).
Rank 8 : Can give a series of simple commands to a higher mammal (Sit, Stand, Roll-Over, Play Dead etc) that will last for 1 minute or can give one simple command to all non-human higher mammals within a 30‘ radius that will last a 5 rounds (Will Save DC 15 + Psychic Focus skill) . Can make one human move 30’ in any direction of his choice (Will Save DC 15 + Psychic Focus skill). Can make one human agree with anything he says for 5 minutes or all humans in a 10’ radius agree with one simple sentence for 5 rounds (Will Save DC 15 + Psychic Focus skill). Can make one human attack a single target of his choice for five rounds (Will Save DC 15 + Psychic Focus skill).
Rank 11 : Can give a series of simple commands to a higher mammal (Sit, Stand, Roll-Over, Play Dead etc) that will last for 5 minutes or can give one simple command to all non-human higher mammals within a 30‘ radius that will last a 1 minute (Will Save DC 10 + Psychic Focus skill) . Can make one human move 60’ in any direction of his choice (Will Save DC 10 + Psychic Focus skill). Can make one human agree with anything he says for 1 hour or all humans in a 30’ radius agree with one simple sentence for 1 minute (Will Save DC 10 + Psychic Focus skill). Can make one human attack any targets of his choice for ten rounds (Will Save DC 10 + Psychic Focus skill). Can make one human or mammal make a single attack against itself using whatever weapon it is holding at the time and will not pick up something else to use instead (Will Save DC 10 + Psychic Focus skill).
Rank 13 : Can take complete control of a higher mammal (Sit, Stand, Roll-Over, Play Dead etc) that will last for 5 minutes or can take total control all non-human higher mammals within a 30‘ radius that will last a 1 round (Will Save DC 5 + Psychic Focus skill) . Can make one human move 120’ in any direction of his choice (Will Save DC 5 + Psychic Focus skill). Can make one human agree with anything he says for 1 day or all humans in a 30’ radius agree with one simple sentence for 5 minutes (Will Save DC 5 + Psychic Focus skill). Can make one human attack any targets of his choice for 1 minute (Will Save DC 5 + Psychic Focus skill). Can make one human or mammal make a single non-lethal Called Shot attack against itself using whatever weapon it is holding at the time and will not pick up something else to use instead (Will Save DC 5 + Psychic Focus skill).
Rank 23 : Can take complete control of a higher mammal (Sit, Stand, Roll-Over, Play Dead etc) that will last for 1 day or can take total control all non-human higher mammals within a 30‘ radius that will last a 1 hour (Will Save DC = Psychic Focus skill) . Can make one human move 1 mile in any direction of his choice using any vehicle at his disposal (Will Save DC = Psychic Focus skill). Can make one human agree with anything he says in a 5 minute period forever or all humans in a 30’ radius agree with one simple sentence for 1 day (Will Save DC = Psychic Focus skill). Can make one human attack any targets of his choice for 5 minutes (Will Save DC = Psychic Focus skill). Can make one human perform a Coup de Grace against himself using the most lethal weapon within reach (Will Save DC = Psychic Focus skill). This last power usage automatically deducts 15 SAN.

ESP
The Protagonist is tuned to other sensory inputs both psychic and natural. He can read emotions left behind on objects as well as read the past, present and sometimes future of individuals he comes in contact with. All these powers required direct physical contact except where noted.
Rank 1 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or entered / exited a single room up to 5 minutes into the past per level (DC 10). Can see 1 minute into a single person’s future (DC 10). Can see the current activities and location of one person known to the person being touched that is within 100’  during a full round of concentration (DC 10). Spot can be used on objects and creatures masked from normal human senses after a full round of concentration (DC 15), this may incur SAN loss depending on the creature or circumstances.
Rank 5 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or entered / exited a single room up to 10 minutes into the past per level (DC 15). Can see 1 minute per level into a single person’s future (DC 15). Can see the current activities and location of one person known to the person being touched that is within 100’ per level during a full round of concentration OR a person separated by a single degree of separation within 100‘ (DC 15). Search can be used on objects and creatures masked from normal human senses after a full round of concentration (DC 20), this may incur SAN loss depending on the creature or circumstances.
Rank 8 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or entered / exited a single room up to 1 hour into the past per level (DC 20). Can see 5 minutes per level into a single person’s future (DC 20). Can see the current activities and location of one person known to the person being touched that is within 1 mile during a full round of concentration OR a person separated by two degrees of separation within 100‘ (DC 20). Search can be used to find hidden objects of supernatural power / evil or dead bodies (DC 25), this may incur SAN loss depending on the creature or circumstances.
Rank 11 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or corpse or entered / exited a single room up to 1 day into the past per level (DC 25). Can see 10 minutes per level into a single person’s future (DC 25). Can see the current activities and location of one person known to the person being touched that is within 1 mile per level during a full round of concentration OR a person separated by three degrees of separation within 100‘ (DC 25). Search can be used to dowse for water or find objects that give off an energy field (EM for example) (DC 30).
Rank 13 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or corpse or entered / exited a single room up to 1 week into the past per level (DC 30). Can see 15 minutes per level into a single person’s future (DC 30). Can see the current activities and location of one person known to the person being touched that is within 10 miles per level during a full round of concentration OR a person separated by four degrees of separation within 100‘ (DC 30).
Rank 23 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or corpse or entered / exited a single room up to 1 year into the past per level (DC 40). Can see a single person’s eventual death (DC 40). Can see the current activities and location of one person known to the person being touched that is anywhere on the planet Earth during a full round of concentration OR a person separated by six degrees of separation within 100‘ (DC 40). A single successful Search check (DC 45) will remove the scales from your eyes, there is no portion of reality hidden from your senses of touch, sight, hearing and smell/taste. This effect is permanent and the check can only be attempted once ever, if unsuccessful the Protagonist will be luckily blind to a higher reality. This last power usage automatically reduces SAN by half.

Telepathy
The Protagonist can both read the thoughts of those around him as well as project his own thoughts into their minds. Eventually he can reach deep into their minds and reveal their secrets as well. These powers only work on the human mind, any supernatural evil or alien horror is simply too….alien… to be read or probed.
Rank 1 : The Telepath can read the surface thoughts of an individual within 10’ for one round (DC 10 for a willing mind of Will Save DC 25 for an unwilling mind). He can send a single image or simple sentence into the mind of an individual within 30’ (DC 10 for a willing mind of Will Save DC 25 for an unwilling mind).
Rank 5 : The Telepath can read the surface thoughts of an individual within 30’ for one round (DC 15 for a willing mind of Will Save DC 20 for an unwilling mind). He can send a single image or simple sentence into the mind of an individual within 60’ (DC 15 for a willing mind of Will Save DC 20 for an unwilling mind). Can send a blast of mental static into an opponent’s mind up to 10‘ away, this causes him to lose one combat action (Will Save DC 20 + Psychic Focus skill).
Rank 8 : The Telepath can read the surface thoughts of an individual within 60’ for one round (DC 20 for a willing mind of Will Save DC 15 for an unwilling mind). He can send a single image or simple sentence into the mind of an individual within 120’ (DC 20 for a willing mind of Will Save DC 15 for an unwilling mind). Can hold a mental conversation with a willing participant for 1 round within 10‘ (DC 20). Can send a blast of mental static into an opponent’s mind up to 30‘ away, this causes him to lose one round of actions and movement (Will Save DC 15 + Psychic Focus skill).
Rank 11 : The Telepath can read the surface thoughts of an individual within 120’ for one round (DC 25 for a willing mind of Will Save DC 10 for an unwilling mind). He can send a single image or simple sentence into the mind of an individual within 1 mile (DC 25 for a willing mind of Will Save DC 10 for an unwilling mind). Can hold a mental conversation with a willing participant for 1 round per level within 10‘ (DC 25). Can send a blast of mental static into an opponent’s mind up to 30‘, this causes him to lose one round per level of actions and movement (Will Save DC 10 + Psychic Focus skill).
Rank 13 : The Telepath can read the surface thoughts of an individual within 1 mile for one round (DC 30 for a willing mind of Will Save DC 5 + Psychic Focus skill for an unwilling mind). He can send a single image or simple sentence into the mind of an individual within 1 mile per level (DC 30 for a willing mind of Will Save DC 5 + Psychic Focus skill for an unwilling mind). Can hold a mental conversation with a willing participant for 1 round per level within 60‘ (DC 30). Can send a blast of mental static into an opponent’s mind up to 60‘ away, this causes him to lose 1 round per level of actions and movement (Will Save DC 5 + Psychic Focus skill). He can also send out a blanket of mental static that will stun everyone in a 30’ radius for 1 round (Will Save DC 5 + Psychic Focus skill).
Rank 23 : The Telepath can read the surface thoughts of an individual within 1 mile per level for one round (DC 40 for a willing mind of Will Save DC =  Psychic Focus skill for an unwilling mind). He can send a single image or simple sentence into the mind of an individual anywhere on Planet Earth (DC 40 for a willing mind of Will Save DC = Psychic Focus skill for an unwilling mind). Can hold a mental conversation with a willing participant for 1 minute per level within 1 mile (DC 40). Can send a blast of mental static into an opponent’s mind up to 60‘ away, this causes him to become catatonic for 1 minute per level (Will Save DC = Psychic Focus skill). He can also send out a blanket of mental static that will stun everyone in a 120’ radius for 1 round per level (Will Save DC = Psychic Focus skill). The Telepath can now officially blow someone’s mind, with a full round of concentration and physical contact he can cause a person to become permanently catatonic (Will Save DC = Psychic Focus skill). This last power usage automatically deducts 15 SAN.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Poor), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Average

STARTING EQUIPMENT:  Wealth bonus is 15 + Level + WIS modifier.

1.5.3 Autodidact

He was never what you would consider normal, this Protagonist has always been scarily bright even at a young age and yet also highly imbalanced. Whether it is due to a mutation, autism, pre-natal drug use or some other explanation this character has developed a brain that is an information and experience sponge. Inspirations: Dustin Hoffman from Rain Main, the autistic savant in Cube, the girl with muscle-memory powers from Heroes.

PRIME REQUISITES – Autodidacts are all about raw brain power coupled with highly adaptive musculature, thus INT and DEX are requirements for them.

PROTAGONIST ALIGNMENT – Autodidacts are loners like so many other misunderstood geniuses thus are never Lawful in alignment.

PSYCHOLOGICAL DISORDER –  Autodidacts are more unhinged than most geniuses because they have no internal filter for all the stimuli they don’t wish to perceive. They must choose TWO disorders from the following categories: Anxiety Disorders, Dissociative Disorders, Impulse Control Disorders, Mood Disorders or Sleep Disorders.

CLASS SKILLS – All but must have access to reading materials or video footage of the skill in action to learn it.

Skill Points at 1st Level: (2 + INT and DEX modifiers) x 4
Skill Points at Each Additional Level: (2 + INT and DEX modifiers)

FEATS – Autodidacts start with 2 Feats at 1st level and then 1 feat every level divisible by 2 (2nd, 4th, 6th, 8th etc). They have access to all feats as long as they have access to reading materials or video footage of the feat in action.

CLASS FEATURES – At 1st level each Autodidact must choose an Affinity, this is a loose group of skills that particularly fascinate and obsess the Protagonist. This imparts a +4 to all skill checks with those skills as well as +2 to Concentration checks when employing those skills. The groups are as follows:
Math & Probabilities – Computer Use, Decipher Script, Gamble, Knowledge (Physical Sciences, Technology and Tactics) and Perform (Keyboards).
Observational – Disable Device, Gather Information, Investigate, Listen, Research, Search, Sense Motive and Spot.
“I’m an excellent driver!” – Craft (Mechanical), Drive, Navigate, Pilot, Repair and Ride.
Trivia Master – Computer Use, Knowledge (All) and Research.
Linguist – Computer Use, Craft (Writing), Decipher Script, Forgery, Knowledge (History), Read/Write Language and Speak Language
Heart of an Artist – Craft (Structural and Visual Art), Forgery, Knowledge (Art and Popular Culture), Perform (All but Stand-Up), Sleight of Hand and Tumble.
Monkey Boy – Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Perform (Dance), Ride, Sleight of Hand, Swim and Tumble.
Bonus Features : At 5th level this bonus increases to +6 for skill checks and +4 to Concentration checks. At 10th level it increases again to +8 and +6.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Good), Will (Poor)

BASE ATTACK BONUS (PHB3.5 PG.22) – Poor

STARTING EQUIPMENT:  Wealth bonus is 10 + Level + INT modifier.

D20 Modern Horror – The Physical Psychic

Well, I decided to finally get the Psychic classes done because I finally came up with power system that pleases me. I will get back to the Combat System after the long weekend but for now I hope to post one class per day to finally complete the character classes. So without further ado… The Physical Psychic!

1.5.1 Physical Psychic

This Protagonist was born with powers beyond those of normal humans. These abilities manifest as mental control over external forces and objects. Inspirations: Charlie McGee from Firestarter, The brother and sister from The Power, Richard Burton in The Medusa Touch.

PRIME REQUISITES – A Physical Psychics powers require both great self-control and a good deal of caloric energy, thus both high WIS and CON are necessary to be successful. After every use of a psychic power the Protagonist will be very hungry, a snack should be kept at the ready.

PROTAGONIST ALIGNMENT – Physical Psychics can be any alignment.

PSYCHOLOGICAL DISORDER –  Choose one disorder from Anxiety Disorders, Personality Disorders, Sleep Disorders or an Addiction (prescription psychopharmacology drugs or alcohol).

CLASS SKILLS – All Physical Psychics start with Concentration (Rank 4) and Psychic Focus (Rank 1 + Special).
Balance, Climb, Concentration, Craft (Visual Art), Demolitions (Pyrokinetic only), Disable Device (Telekinetic only), Drive, Escape Artist (Telekinetic only), Handle Animal, Jump, Knowledge (Current Events, Popular Culture, Streetwise), Listen, Profession, Read / Write and Speak Language, Ride, Search, Sense Motive, Sleight of Hand (Telekinetic only), Spot,  Survival (Cryokinetic only), Swim and Treat injury (Telekinetic only).

Skill Points at 1st Level: (4 + WIS modifier) x 4
Skill Points at Each Additional Level: (4 + WIS modifier)

FEATS – Physical Psychics start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Alertness, Animal Affinity, Athletic, Attentive, Brawl only, Cautious (Pyrokinetic only), Creative, Dodge only, Educated, Endurance, Focused, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Low Profile, Medical Expert (Telekinetic only), Nimble (Telekinetic only), Personal Firearms Proficiency only, Point Blank Shot only, Renown, Run, Simple Weapon Proficiency, Surface Vehicle Operation, Surgery (Telekinetic only), Toughness, Track (Cryokinetic only), Vehicle Expert only, Weapon Finesse and Windfall.

CLASS FEATURES – Physical Psychics must make a choice at 1st level as to the Psychic Discipline they will pursue, they may never choose a 2nd Discipline. They must expend one of their 2 initial feats on the choice they make. There are 3 choices of Discipline; Cryokinesis (removing energy from molecules), Pyrokinesis (adding energy to molecules) or Telekinesis (remote movement of matter).
Bonus Features :
Cryokinesis
The Protagonist has the ability to slow down molecules, in effect chilling and freezing objects. At first it is only through direct contact and only works on small quantities of solids or liquids but eventually the Cryokinetic can even control the weather in an extremely localized area. The Ranks are only those purchased with skill points earned from levelling (thus the character must attain certain minimum levels to gain these abilities).
Rank 1 : Touch attack vs. living things will cause 1d4 acid/cold damage. Will cool 1kg of inanimate solid matter or 1 litre of liquid to 0° Celsius after tactile contact for a full round action (DC 10).
Rank 5 : Touch attack vs. living things will cause 1d6 acid/cold damage or 1d4 to one target within 30’. Will cool 10kg of inanimate solids or 10 litres of liquids to 0° Celsius or 1kg / 1 litre to -40° C after tactile contact for a full round action (DC 15).
Rank 8 : Touch attack vs. living things will cause 1d10 acid/cold damage or 1d8 to one target within 60’ or 1d4 to all targets within 30’ radius (allies included). Will cool 100kg of inanimate solids or 100L of liquids to 0°C, 10kg / 10L to -40° C or 1kg / 1 litre to -100° C after tactile contact for a full round action (DC 20). Can cause a light snow or rain to fall in a 20’ radius around him or her (DC 15). Can bring up a light mist to fill a single floor of a building or a 1 hectare open area (DC 20), this has no effect other than look ominous.
Rank 11 : Touch attack now does 1d12 directly or 1d10 to one target within 60’ or 1d6 to all targets within 30’radius (including allies), and now may apply half of Base Attack Bonus to Direct Touch Attack. Can now cause a thick pea-soup fog to appear in a 30’ radius (-3 to all attack rolls and vision-based skill checks for all characters within the fog, the Psychic included) (DC 25). Can also cause a thick snowfall or heavy rain in a 30’ radius (DC 20).
Rank 13 : Touch attack now does 2d8 directly and also applies Base Attack Bonus or 1d12 to one target within 60’ and also applies half of the Base Attack Bonus or 1d8 to all targets within 30’ radius (including allies). Can form 1kg of solid ice or 10L of water out of thin air (DC 25). Can cause a light rain to fall in a 1 hectare area (DC 25).
Rank 23 : Touch attack (+Base Attack Bonus) now does 1d100 directly or 2d20 to one target within 60’ (+Base Attack Bonus) or 1d20 to all targets within 60’ radius (+ half Base Attack Bonus and including allies). Can cause a pea-soup fog in a 1 hectare volume, a heavy rain or snow in a 10 hectare volume or a light rain, mist or snow in a 10km2 area (DC 35). Can form 100kg of ice or 1000L of water from thin air (DC 35). Can reduce 1kg of solid matter or 1L of liquid to Absolute Zero (this is not good since its effects usually involve explosive return to room temperature – after 1 full round 1d100 damage to everyone and everything in a 120’ radius excluding the Cryokinetic), I really wouldn‘t do this on a roof since you would fall through it even so (DC 40). This last power usage automatically deducts 15 SAN.

Pyrokinesis
The Protagonist has the ability to excite molecules through simple Will alone. At first it is only through direct contact and only works on small quantities of solids or liquids but eventually the Pyrokinetic can create plasma, the 4th state of matter. The Ranks are only those purchased with skill points earned from levelling (thus the character must attain certain minimum levels to gain these abilities).
Rank 1 : Touch attack vs. living things will cause 1d6 fire damage. Will heat 1kg of inanimate solid matter or 1 litre of liquid to 100° Celsius after tactile contact for a full round action (DC 10).
Rank 5 : Touch attack vs. living things will cause 1d8 fire  damage or 1d6 to one target within 30’. Will heat 10kg of inanimate solids or 10 litres of liquids to 200° Celsius after tactile contact or ignite all paper in a 10’ radius for a full round action (DC 15).
Rank 8 : Touch attack vs. living things will cause 1d10 fire  damage or 1d8 to one target within 60’ or 1d6 to all targets within 30’ radius (allies included). Will heat 100kg of inanimate solids or 100L of liquids to 100°C, 10kg / 10L to 200° C or 1kg / 1 litre to 1000° C after tactile contact or ignite all wood and paper within a 30’ radius for a full round action (DC 20). Can cause a light wind to blow toward the Protagonist from all directions on a single floor of a building or a single hectare of open space (no game effect other than to look cool) (DC 20).
Rank 11 : Touch attack now does 1d12 directly or 1d10 to one target within 60’ or 1d6 to all targets within 30’radius (including allies), and now may apply half of Base Attack Bonus to Direct Touch Attack. Can cause all combustible liquids and gases to ignite within 30’ radius; all wood and paper to ignite within 60’ radius; or all combustible solids to ignite within 10’ radius (DC 25).
Rank 13 : Touch attack now does 2d8 directly and also applies Base Attack Bonus or 1d12 to one target within 60’ and also applies half of the Base Attack Bonus or 1d10 to all targets within 30’ radius (including allies). Can cause all combustible liquids and gases to ignite within 30’ radius; all wood and paper to ignite within 60’ radius; or all combustible solids to ignite within 10’ radius (DC 25). Can cause a Plasma Arc that will randomly hit any living target within a 20’ radius for 1d100 Fire damage (DC 25).
Rank 23 : Touch attack (+Base Attack Bonus) now does 2d100 directly or 3d20 to one target within 120’ (+Base Attack Bonus) or 2d20 to all targets within 60’ radius (+ half Base Attack Bonus and including allies). Cause high power wind storm within a 1 hectare area (no low level flying, visibility near zero and -4 to all rolls) (DC 40). Can create a super-heated field of plasma around herself for 5 rounds, anyone that gets within 10’ radius takes 10d10 Fire damage per round. She also adds +6 to AC since most everything melts before it hits her (DC 40). This last power usage automatically deducts 15 SAN.

Telekinesis
Through sheer force of Will the Protagonist is able to move objects with his mind. The Ranks are only those purchased with skill points earned from levelling (thus the character must attain certain minimum levels to gain these abilities).
Rank 1 : A TK Attack occurs when the Protagonist fires a small object at an enemy, there must be loose objects to be used as ammunition for this power to work. At this rank the TK Attack does 1d6 damage with a range of 10’. TK Deflection works against melee attacks, the opponent is -1 to hit and damage for one round (DC 10). Can move one 5 lb object 5’ per round (DC 10).
Rank 5 : TK Attack now does 1d8 damage with a 30’ range. TK Deflection is -2 to hit and damage now (DC 15). TK Shield incurs -1 to hit and damage for opponents’ ranged attacks (DC 15).
Rank 8 : TK Attack now does 1d10 damage with a 60’ range. TK Deflection is -3 to hit and damage now (DC 20). TK Shield incurs -2 to hit and damage for opponents’ ranged attacks (DC 20). Minor Tremors cause everyone in a 30’ radius to take -1 AC and -10’ base movement (DC 20). Can move 10 lb object 5’ per round or 5 lb object 10’ per round (DC 15)
Rank 11 : TK Attack now does 1d12 damage with a 60’ range and counts as Gunshot for Critical Hit purposes. TK Deflection is -4 to hit and damage now (DC 25). TK Shield incurs -3 to hit and damage for opponents’ ranged attacks (DC 25). Tremors cause everyone in a 30’ radius to take -2 AC and -20’ base movement (DC 25). Can move an object 15lbs or less at 5’ per round or a 5 lb object at 15’ per round (DC 25).
Rank 13 : TK Attack now does 2d8 damage with a 120’ range and Gunshot effect. TK Deflection is -5 to hit and damage now (DC 30). TK Shield incurs -4 to hit and damage for opponents’ ranged attacks (DC 30). Major Tremors cause everyone in a 60’ radius to take 1d4 per round as well as -3 AC and -30’ base movement (DC 30). Can move an object 30lbs or less at 5’ per round or a 5 lb object at 30’ per round (DC 30).
Rank 23 : TK Attack now does 2d20 damage with a 120’ range to up to 6 separate targets. TK Deflection is -10 to hit and damage now (DC 40). TK Shield incurs -8 to hit and damage for opponents’ ranged attacks (DC 40). Can move an object 100 lbs or less at 5’ per round or a 5 lb object at 100’ per round (DC 40). Earthquake affects everyone in a 120’ radius, causing 1d10 damage per round as well as reducing movement to 5’ per round and all characters are treated as Flat-Footed for AC. This last power usage automatically deducts 15 SAN.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Good), Reflex (Good), Will (Poor)

BASE ATTACK BONUS (PHB3.5 PG.22) – Average

STARTING EQUIPMENT:  Wealth bonus is 10 + Level + WIS modifier.

And so this makes some kind of sense here are the rules you will also need…

6.0 Psychic Powers

6.1 Sanity Loss
Any psychic is in danger of doing lasting damage to his sanity and his brain from overuse of his powers. Every single use of a psychic power has a cumulative effect on the mind of the Psychic until he has the chance to have 8 hours of uninterrupted sleep. The first use of a power after waking from rest incurs no penalty but the 2nd use causes the loss of 1 point of SAN, the 3rd use causes the loss of 3 points of SAN. The 4th and subsequent uses cause 5 points of SAN loss. The constant increase in difficulty can only be reset with 8 hours of uninterrupted sleep as stated previously. A single use of a power is actually a fluid length of time, every time a Psychic makes a Psychic Focus or Psychic Attack check he makes a Concentration check with the same DC as the Psychic Focus check or AC of the opponent (in the case of a Psychic Attack), as long as the Protagonist can maintain this and no more than 5 rounds without Psychic activity occurs then all Psychic activity is considered a single use. As soon as a Concentration check is failed or 5 rounds without Psychic activity occurs then the single use has ended.

6.2 Psychic Skills – Psychic Focus
This skill operates differently than in D20 Call Of Cthulhu, all Physical Psychics and Mentalists start at 1st level with 1 Rank in this skill. From that point forward no more ranks are put directly into this skill but are expended on the Psychic Discipline the Protagonist has chosen. Whenever a skill check is made for his Psychic Feats its actually this skill that he is using. For example, a Physical Psychic at 1st level has chosen Pyrokinesis and put 3 skill points into it, thus he has 4 Ranks in his Feat (including the Rank in Psychic Focus) whenever he must make a skill check in Pyrokinesis those are the Skill Ranks he adds. NOTE : When an attack roll is required for a Physical Psychic Attack  the WIS modifier replaces the standard STR or DEX mod and for Mentalist powers the CHA modifier does the same. Pyrokinetics and Cryokinetics are Touch attacks even when ranged but Telekinetic are standard attacks. Pyrokinesis uses Fire for Critical Hits on Body Locations, Telekinesis uses Pierce and eventually Gunshot, Cryokinesis has the same effects as Acid due to either shattering or frostbite leading to the slewing off of flesh.

No More Cowboys Dammit!

Trayvon Martin and Sammy Yatim, both innocent teenage boys…and both murdered. And yet in Montreal yesterday the police had a 20 hour stand-off with a  man suffering from dementia that legally owned over a dozen firearms that ended in his safe apprehension. What’s the difference between these 2 outcomes besides the obvious? Cowboys. Over the course of my 45 years on this planet I have read about or viewed on the news countless occurrences like those of Martin and Yatim and it always involved Cowboys, these ignorant arrogant assholes that think that because they have a gun they have the Right and the Just on their side. They were always wrong even when they seemed to be in the right because of one simple fact, a single human NEVER has the right to decide the final fate of another human being. This is why we have a system of Laws and Justice in place, to allow a number of sober and calm human minds to decide the fate of the guilty party.

And while this is going on the US government is trying to imprison 2 men of conscience that could not stand by and allow their country to become corrupt and authoritarian. Those men are Edward Snowden and Bradley Manning. They may have broken the law but they were willing to sacrifice their life-long freedom and possibly their very lives for the greater good of their fellow Americans. As far as I can tell the secrets they revealed were not secret to keep American operatives abroad safe but to prevent embarrassment to the US and its allies on the international stage. On a personal-level whenever I make a mistake I own up to it, and contrary to popular belief I don’t lose respect but instead earn it in the eyes of my family, friends and co-workers. It would be a pleasant turn of events if governments and large organizations came to that realization but in this day and age where everyone lets Fear rule their lives that is unlikely to happen.

So I say enough with CowboysI We need more Paladins, Those men and women of honour, high moral fibre and a strong ethical framework that are willing to stand up for what they believe in  and sacrifice themselves and their well-being for the good of others rather than cowboys that simply erase their problems with the business end of a gun.

I know I am an idealist…and I am proud of that fact! I go to sleep at night knowing that I did the best I could by my family, friends and co-workers everyday. I don’t let my life run on fear and loathing, but instead honour and the conviction of my beliefs.