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.

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