Professional Documents
Culture Documents
THE PSION
level current
exp
exp need to level
7 + current level playbook
by NECEROS
shaky
weak
sick
STARTING MOVES
g
g
str dex con
g
Psychic Bane
INTELLIGENCE WISDOM CHARISMA Choose a natural material (wood, water, iron, etc), as well as a prominent/major emotion.
confused
stunned
scarred
These are your psychic banes. Your psychic moves do not work while you feel this emo-
tion, nor while touching or surrounded by large quantities of a psychic bane material.
int wis cha
g
g
g
Telekinesis (wis, psychic)
DAMAGE d4 ARMOR HP You can extend two invisible hands from your mind to interact with the world just as eas-
total
max hit points = 6 + constitution score ily as fleshy hands. You can easily manipulate (lift, push, pull, throw, punch, crush, etc)
ALIGNMENT objects and your environment within a distance of reach. If there’s a contest when physi-
□□Protective
Put your mind and body into harms way to protect something important or helpless.
cally using your mind, use WIS instead of STR or DEX. Each hand can manipulate any-
thing up to your own weight, and you can combine hands for heavier stuff (like people.)
□□Balanced
Take undeniable action against a political, societal, or natural shift in balance.
When you manipulate something too heavy, violently, or through contest, roll+WIS.
On a hit, you can do it no problem. If you cause damage (directly or indirectly via objects)
□□Destructive deal d8. Huge & dense objects dropped from a height would in all likeliness kill someone,
Prove your mind is mightiest, by destroying something strong with your mind, or break- GM’s call. Add a tag if you like: subtle, forceful, messy, piercing 1, or stun.
ing the mind of a strong person. On a 7-9, choose one:
SPECIALTY • Backlash! Take 1d4 psychic damage (ignores armor) as your brain slightly melts
□□Telekinetic
Your range with Telekinesis is near instead of reach, and you deal d10 damage with it.
• Choose if the effect is either weak and unimpressive, or dangerous for everyone
• The psychic effect resonates outwardly and brings unwanted attention
□□Telepath
You can use Telepathy on a mind you know well even if you can’t see them, but the farther
• You’ve strained something; until you rest take -1 ongoing on all Telekinesis rolls
When you maintain a Telekinesis effect over time, take a cumulating -1 ongoing to all
they are from you the longer it takes to make a connection. future rolls of Telekinesis until you release your hold over the effect. If you lose concentra-
□□Clairvoyant
When you touch someone skin to skin choose one:
tion or consciousness all your telekinetic effects end.
• The GM will give you a brief and vague vision regarding the target that is likely to Telepathy (wis, psychic)
become reality at some point in the future. When you meddle with the mind of a living being that you can clearly see, describe what
• The target’s player reveals an important or special moment from their past you are doing to the mind (thoughts plus read lets you read thoughts, etc. Be creative),
□□Psychometabolist
Add +6 to your maximum hp. Your body is naturally resistant to attack: gain 2 armor On a 7-9, choose and apply a complication.
and roll+WIS. On a hit, choose 2 tags (or 3 tags and 1 complication) which fit the fiction.
which doesn’t stack with worn armor, but does other sources. Effect Tags:
coins GEAR load • dreams • read • connection
100 coins = 1 weight your max load = 8 + str
• command • write • long lasting
You start with adventuring gear (5 uses, 1 wt), traveling clothes (0 wt), and dungeon
rations (5 uses, 1 wt). Further, gain a small hand-held crystalline item which resonates
• vision • projection • strong
with you and your powers (0 wt). • thoughts • impairing • deep
Choose one weapon set: Complications:
□□ Quarterstaff (hand, close, two-handed, 1 wt) and two daggers (hand, 0 wt) • The target knows you manipulated them
□□ Longsword (close, 1 wt) and wooden shield (+1 armor, 2 wt)
• The effect draws otherworldly or unwanted attention, putting you in a bad spot
□□ Fine bow (near, far, 1 wt) and a bundle of arrows (3 ammo, 1 wt)
• The effect sends everyone nearby into an unwelcome hallucinatory vision
Choose two:
□□ 2 Healing potions (0 wt) • Backlash! You take 1d4 psychic damage (ignores armor) as your brain slightly melts
□□ 2 Bandages (3 uses, slow, 0 wt) & a poultice and herb (2 uses, slow, 1 wt)
□□ Second-hand leather armor (1 armor, 1 wt)
See the Truth (wis, psychic)
□□ 21 coins
When you seek truth amongst the tapestry of minds, roll+WIS. On a 10+, get one ques-
EXTRA GEAR tion answered by the GM: the tapestry of minds only reveals knowledge that any mortal
knows or once knew, and it could take some time. On a 7-9, you only get a vague vision
relating to your question.
TRACKER
focus ❏❏❏ hold ❏❏❏ charge ❏❏❏
PLAYBOOK DESIGN by Billy “Neceros” Barnes 2019; neceros@gmail.com. Licensed by CC BY-SA 4.0 DUNGEON WORLD & LOGO ©MMXII Sage LaTorra and Adam Koebel 2012; All Rights Reserved.
BONDS / FLAGS NOTES
□□Martial Adept
You use WIS when rolling Hack & Slash and Volley, and you deal +1 damage with them.
wake, if you have the psicrystal near you, choose one for the rest of the day:
• You cannot be ambushed or surprised
□□Empathetic Learning
Choose a move from a standard playbook (treat your level as 1 level lower when choosing):
• You don’t need to drink nor eat, and you need only 2 hours of sleep each day
• You can mentally communicate both ways simple ideas with any living creature
□□Know Your Place
Roll with WIS when using your powers to Defend or when you Spout Lore.
ADVANCED MOVES (level 6+)
□□Genesis (psychic) moment of your death. Planted seeds need nothing to remain fertile indefinitely.
Requires: Teleport □□Master of Illusion (wis, psychic)
You can create your own extra-dimensional places. When you focus your entire being When you mentally force a vision of your choosing into the minds of others, roll+WIS.
into creating someplace new for at least 24 hours, you bring into existence a new realm. You can optionally exclude minds from your illusion. Describe the illusion including
Describe how it looks, how it works, and name it. You can Teleport to it just like any other sight, hearing, smell, taste, and touch, limited to an area around you up to near. On a 10+,
location you know well. The GM will tell you about an organisation or type of creature the illusion is perfectly believable and feels real and will persist for about a day. On a 7-9,
with interest in your realm. the illusion is believable unless scrutinized, and will last while you hold concentration.
□□Master Telepath
Add these to your Telepathy tags list:
□□Ultimate Realization
You realize reality works differently than you originally thought. You can swiftly fly and
• grim portent • psychic weave • partition hover in place.
• memories • healing • enhance □□The Perfect Organism (wis)
□□Mind Schism When you mentally reform and reshape your body, roll+WIS. Describe the changes to
You’ve split your brain into two minds that communicate together perfectly. Take +1 on- your form: add, change, or remove functioning gills, claws, fangs, wings, extra limbs,
going to Discern Reality. Further, gain a second specialty and all of its benefits. color, texture, shape, etc. The change lasts until you run out of focus. Spend 1 focus to
□□Mental Puppet (wis, psychic) take a 10 on a Defy Danger by using your new form. On a 10+, focus 3. On a 7-9, focus 1.
When you take over the mind of someone that you can see, roll+WIS. On a hit, they be- □□Weaver of Minds
come your mental puppet and follow your every command. Anyone who knows the target When using Telepathy you may add an extra effect tag for free.
might notice a change in personality. Spend 1 hold when you force the target to take an □□Mind Snap
action against its true nature. When you run out of hold the effect ends, and they remem- Requires: Master Telepath & Weaver of Minds
ber everything. On a 10+, hold 3. On a 7-9, hold 1. Add the following to your Telepathy tags list:
• damaging (d10)