Professional Documents
Culture Documents
If you have questions or comments about these rules, contact Kenneth S. Hood via e-mail: kenhood@hotmail.com.
Does this system use the Grim-n-Gritty Hit Point and Combat Rules or the d20 Skills-n-Feats Martial Arts System?
No. It uses neither.
INDEX
BASIC MECHANICS...............................................................................................................................................................................4
MENTAL RANGED ATTACK.......................................................................................................................................................................4
POWER RESOLUTION CHECK....................................................................................................................................................................4
ACQUIRING PSYCHIC POWER..........................................................................................................................................................5
PSYCHIC GIFT [GENERAL].......................................................................................................................................................................5
PSYCHIC TALENT [GENERAL]..................................................................................................................................................................5
BASIC PSYCHIC SKILLS.......................................................................................................................................................................6
DETECT CONSCIOUSNESS [WISDOM; TRAINED ONLY]............................................................................................................................6
EMPATHY [WISDOM; TRAINED ONLY]......................................................................................................................................................6
EXTRASENSORY PERCEPTION [WISDOM; TRAINED ONLY]......................................................................................................................7
HIDE CONSCIOUSNESS [WISDOM; TRAINED ONLY].................................................................................................................................8
MENTAL ENHANCEMENT [WISDOM; TRAINED ONLY].............................................................................................................................8
METABOLIC CONTROL [WISDOM; TRAINED ONLY].................................................................................................................................8
PHYSICAL ENHANCEMENT [WISDOM; TRAINED ONLY]...........................................................................................................................8
PSYCHIC DEFENSE [WISDOM; TRAINED ONLY].......................................................................................................................................9
SELF HEALING [WISDOM; TRAINED ONLY].............................................................................................................................................9
TELEKINESIS [WISDOM; TRAINED ONLY]................................................................................................................................................9
Table TK-1: Telekinesis Skill Check DC............................................................................................................................................10
TELEPATHY [WISDOM; TRAINED ONLY]................................................................................................................................................10
ADVANCED PSYCHIC SKILLS..........................................................................................................................................................12
ASTRAL PROJECTION [WISDOM; TRAINED ONLY].................................................................................................................................12
BEND SPACE [WISDOM; TRAINED ONLY]..............................................................................................................................................12
CLAIRSENTIENCE [WISDOM; TRAINED ONLY].......................................................................................................................................13
Table Clr-1: Difficulty of Clairsentience...........................................................................................................................................13
COMBAT SAVANT [INTELLIGENCE; TRAINED ONLY]..............................................................................................................................13
ELECTROKINESIS [WISDOM; TRAINED ONLY]........................................................................................................................................13
Table EK-1: Slow Charge Effects......................................................................................................................................................14
EMPATHIC HEALING [WISDOM; TRAINED ONLY]...................................................................................................................................14
INFLUENCE MIND [CHARISMA; TRAINED ONLY]...................................................................................................................................14
METAMORPHOSIS [WISDOM; TRAINED ONLY].......................................................................................................................................15
Table Mtm-1: Difficulty of Alter Appearance....................................................................................................................................15
MIND PROBE [WISDOM; TRAINED ONLY]..............................................................................................................................................15
PHOTOKINESIS [WISDOM; TRAINED ONLY]...........................................................................................................................................15
PSYCHIC BLAST [WISDOM; TRAINED ONLY].........................................................................................................................................16
SAVANTISM [INTELLIGENCE; TRAINED ONLY].......................................................................................................................................16
SOCIAL INVISIBILITY [WISDOM; TRAINED ONLY].................................................................................................................................16
SONAKINESIS [WISDOM; TRAINED ONLY].............................................................................................................................................17
Table SonaK-1: Difficulty of Creating Sound....................................................................................................................................17
STATE OF EMPTINESS [WISDOM; TRAINED ONLY].................................................................................................................................17
THERMOKINESIS [WISDOM; TRAINED ONLY].........................................................................................................................................18
Table ThK-1: Slow Temperature Change Effects...............................................................................................................................18
VISIONS [WISDOM; TRAINED ONLY]......................................................................................................................................................18
Table Vsn-1: Difficulty of Visions......................................................................................................................................................19
EXPERT PSYCHIC SKILLS.................................................................................................................................................................20
PSYCHIC DEVASTATION [WISDOM; EXCLUSIVE; TRAINED ONLY].........................................................................................................20
TELEKINETIC DEATH-GRIP [WISDOM; EXCLUSIVE; TRAINED ONLY].....................................................................................................20
TELEPORTATION [WISDOM; EXCLUSIVE; TRAINED ONLY].....................................................................................................................20
BASIC MECHANICS
Concentration and Psychic Powers
Fatigue and Psychic Powers
Stress
Attacks of Opportunity and Psychic Powers
Active and Passive Psychic Powers
Projecting an emotion requires a full round action and a skill check against DC 10. There is no penalty associated with failing the
skill check.
You cannot project false emotions at a target. Only your true emotional state is sent.
Instill Emotion: Instill Emotion lets you project an emotion at an opponent and force them to act upon it. For example, you could
cause someone to feel afraid or hopeless, giving you an advantage in combat.
To use this ability, select the emotion you wish to project at your target. Each emotion has a DC.
Next, you perform a Power Resolution check against that DC. If the check succeeds, your target makes a Will saving throw against
the result. If the target fails the save, she is forced to act upon the emotion you project as you concentrate on maintaining it. Once you
cease concentrating, the emotion lingers for 1d4 + your Wisdom modifier in rounds.
If you fail in your Power Resolution check, you may not use Empathy for one minute.
If your target’s Will saving throw succeeds, you may not use Instill Emotion against her until twenty-four hours have passed.
Some emotions that you can project, their DC’s and effects, are listed below:
Amiability (DC 20): The target’s attitude improves by two steps (e.g., from Indifferent to Helpful).
Discord (DC 15): The target’s attitude worsens by two steps (e.g., from Friendly to Indifferent).
Fright (DC 20): The target is frightened, fleeing as well as it can. If unable to flee, the target may fight, but is shaken.
Good Will (DC 15): The target’s attitude improves by one step (e.g., from Indifferent to Friendly).
Hopelessness (DC 30): The target loses all hope and submits to simple demands from opponents, such as to surrender or get out.
If no foes are present to make demands, there is a 25% chance that a hopeless creature is unable to take any action except hold its
ground. If the creature remains free to act, there is a 25% chance that it retreats at normal speed.
Love (DC 25): The target is charmed.
Nausea (DC 20): The target is unable to attack, cast spells, concentrate, or do anything else requiring attention. The target can
only take a move-equivalent action each turn.
Panic (DC 30): The target is panicked and suffers a –2 morale penalty on all saving throws and must flee. If cornered, the target
cowers.
Rage (DC 20): The target enters a blind rage and immediately attacks the nearest creature.
Trepidation (DC 15): Target is shaken, suffering a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws.
Weariness (DC 20): The target feels fatigued.
Haste: While this ability is in effect, you may take an extra partial action on your turn, either before or after your regular action.
Also, you gain a +4 haste bonus to AC and may jump one-and-a-half times as far as normal.
Degree of Control: An object can be manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be
turned, an object rotated, and a button pushed, as long as you can exert enough force on it to move it. Fine manipulation of an object,
such as tying a knot or operating a keyboard, is not possible.
Opposing Telekinesis: If two characters are attempting to telekinetically manipulate the same object, an opposed Telekinesis skill
check is necessary. The winner gains control of the item for the round.
If the target object is physically held by a resisting individual, perform a Telekinesis check against the target's full Strength score +
1d20. The higher result controls the item for the round.
Miscellaneous: Levitated objects move too slowly to damage anything they strike.
You can attempt to levitate yourself.
Stress: Telekinesis causes 1 point of subdual damage every 10 rounds.
Retry: If you fail your skill check, you may not attempt to use Telekinesis against that target for one minute (10 rounds).
The skill check for this task is DC 20 and requires a full round action. If you fail the check, you may not use Telepathy (or any feats
or skills that require it as a prerequisite) for one minute.
Broadcasting your thoughts is strenuous and causes 1 point of subdual damage each time you attempt it.
Telepathic Jab: You send a “loud,” but incoherent stream of thought at a single target, attempting to disrupt their concentration.
To perform the jab, you expend a standard action and make a skill check opposed by your target’s Concentration skill. If you win
the check and beat DC 15, you disrupt your target’s concentration, with attendant effects like spoiling a wizard’s casting attempt. If
you fail to beat DC 15, you cannot use Telepathy against that target for 10 minutes.
A telepathic jab has unlimited range, but requires line of sight on the target.
check fails, you merge with the object, obliterating both it and yourself in a violent explosion (20d6 damage to all within a 30 feet
radius, Reflex save v. DC 20 for half damage).
Successful use of this skill creates an invisible sensor located near your target destination. Your awareness is centered on this sensor,
as if you were standing at that location. (You no longer sense your immediate surroundings.) You can perform Spot and Listen checks
from that location. Psychically and magically enhanced senses operate through the sensor.
The sensor remains in existence as long as you concentrate upon it. Maintaining the sensor is stressful and causes you 1 point of
subdual damage per minute.
Any creature with an Intelligence of 12 or higher within 30’ of the sensor can receive an impression that “someone is watching
them” if they make an Intelligence or Scry check against DC 20. ESP will detect the sensor on a DC 10 check.
Any telepathic, empathic, sense-affecting, and mind-affecting attacks directed at the sensor will affect you as if you were standing in
that location.
Retry: If you fail your skill check, you may not attempt to send a sensor within 100’ feet of the targeted location for 24 hours.
The target continues to suffer damage as long as you concentrate upon it. If you cease concentrating or fail your skill check, the
target’s electrical state shifts back to normal. Each following round, the power’s intensity drops by one step.
Slowly charging an object causes you 1 point of subdual damage every 10 rounds, due to stress.
Magnetize Object: As a full round action, you perform a ranged mental attack against your target. If the attack hits, you make an
Electrokinesis skill check against DC 15. If the check succeeds, a magnetic field is erected around your target. The field lasts as long
as you concentrate upon it.
The magnetic field you create only extends a few inches from the surface of the target. It is not a very strong field; a Strength check
against DC 10 will pull objects off the magnetized surface. The field does attract attacks from ferrous weapons, giving a +2 bonus to
Attack rolls. Electrical attacks against a magnetized target inflict an additional +2 damage per die, and the target suffers a –4 penalty to
saving throws against them.
If the target wears a great deal of metal (such as full plate armor), the target’s movements are hampered because the magnetic field
attracts the various pieces. It is not possible to run or charge (because the legs tend to stick together). The target loses all Dexterity
bonuses (if any) to Defense. Attack rolls, Reflex saves, and physical skill checks suffer a –2 penalty.
Each round you maintain the magnetic field, you suffer 1 point of subdual damage.
Quick Electrical Discharge: As a standard action, you make a ranged mental attack against your target. If it hits, you perform an
Electrokinesis skill check against DC 15 and suffer 1 point of subdual damage (stress). If the check succeeds, your target suffers 1d6 +
your Wisdom modifier in electrical damage.
Retry: If you fail a skill check, you may not attempt Electrokinesis against that target for 10 rounds.
Retry: If you fail your power resolution check, you may not attempt Influence Mind against that target for 10 minutes.
If the skill check succeeds, you assume the form you desire. You suffer 1 point of subdual damage (from stress) for every 30
minutes you maintain the new form. If you are knocked unconscious, you automatically revert to your original form.
Metamorphosis has no effect upon your clothing or possessions. You may not change your body mass with this skill.
If you use this skill to create a disguise, you gain a +10 bonus on your Disguise check.
Retry: If you fail your skill check, you may not use Alter Appearance for 10 minutes.
Alter Illumination: You can brighten the light generated by a particular light-source, increasing the area it illuminates to as much as
three times normal size, or darken it, reducing the area it illuminates to as little as one-tenth its normal size. This requires a full round
action and a skill check against DC 10. The effect lasts as long as you concentrate upon it. If you fail the check, you may not alter the
illumination of the targeted light source for 10 minutes.
Create Shadows: You can create an area of shadow, up to 10 feet in diameter. The shadow can assume any shape you desire and
may move up to 30 feet per round. A full round action and skill check against DC 15. The shadow lasts as long as you concentrate
upon it. If you fail your skill check, you may not attempt to create shadow for 10 minutes.
Flash: Flash requires a full round action and causes you 2 points of subdual damage. You then perform a power resolution check
against DC 15. If the check succeeds, a brilliant flash of light is generated. It causes a 10’ radius gaze attack, centered on you.
Everyone in the area of effect must make a Fortitude save against the result or be blinded for one round and dazzled for 1d4.
Burning Ray: Burning ray generates an invisible beam of light that scorches a target. To use this power, you expend a full round
action, suffer 2 points of subdual damage, and make a skill check against DC 20. If successful, the ray leaps from any point on your
body, stretching 100 feet. You perform a ranged touch attack to hit the target of the ray. It inflicts 1d8 + your Wisdom modifier in heat
damage.
If you are using Hide, Move Silently, or a similar ability to sneak past a creature, perform any detection checks associated with
those abilities first. Then, if an opponent detects you, he must make a Will save to avoid ignoring you.
Social Invisibility is an active psychic skill. However, if a person with ESP detects its presence, she will ignore the detection if she
fails her Will saving throw.
Social Invisibility has no effect on inanimate objects, but there is no practical range to its suggestion. A person viewing you through
a telescope or via a transmitted, real-time image is affected.
Retry: If you fail a power resolution check, you may not use this ability for 10 rounds.
If the skill check succeeds, you create the sound, and it lasts as long as you concentrate. It causes you 1 point of subdual damage per
10 minutes. If the check succeeds, you may not attempt to create that particular sound for 24 hours.
Alter Sound: You can change one sound into another sound, as well as muffle or intensify its volume. For example, you could
change the sound of marching feet into the rustle of wind through trees or the sound of someone’s voice to the piping of a flute.
This effect requires a full round action and a Sonakinesis skill check against DC 15. If successful, you can change the sound as you
desire, muffle it to nothing, or magnify it to a thunderous roar. The change lasts as long as you concentrate upon it and causes you 1
point of subdual damage per 10 minutes. If your skill check fails, you cannot attempt to manipulate that particular sound for 24 hours.
Cacophony: As a full round action, you can generate an “explosive blast” of sound that deafens and dazes anyone caught within its
area of effect (including you). This requires a power resolution check against DC 20 and causes you 3 points of subdual damage from
stress. If the check succeeds, you generate a blast of 20 feet radius, centered on an area of your choice up to 100 feet distant. Everyone
within the blast must make a Fortitude saving throw against your power resolution check result. If the save fails, the victim is dazed
for 1d4 rounds and deafened for 2d6 minutes. If the save succeeds, the target is deafened for 1d4 rounds.
If you fail your power resolution check, you may not attempt to create a cacophony for 10 rounds.
You must choose whether to make the object hotter or colder when you perform your initial skill check. You must cease
concentrating on your target and begin anew to switch the direction of the temperature change.
You may use Thermokinesis to counter an opponent’s Thermokinesis, such as cooling an object that is being heated by someone
else. In this case, subtract the lowest temperature intensity from the highest and apply the result to the target.
If you cease concentrating or fail your skill check, the target’s temperature shifts back to normal. Each following round, the
temperature intensity drops by one step.
Slowly changing a target’s temperature causes 1 point of subdual damage every 10 rounds, due to stress.
Instant Temperature Change: To spontaneously heat or freeze an object, you use a standard action to make a ranged mental attack
against your target. If it hits, you perform a Thermokinesis skill check against DC 15 and suffer 1 point of subdual damage (stress). If
the check succeeds, your target suffers 1d6 + your Wisdom modifier in heat or cold damage. The type of damage is chosen when you
perform the skill check.
Retry: If you fail a skill check, you may not attempt Thermokinesis against that target for 10 rounds.
After attempting to perceive a vision, you must make a Fortitude saving throw against DC 12. If failed, you are fatigued.
Retry: If you fail your Visions skill check, you may not attempt to perceive a person, place, or event for 24 hours. If you fail a skill
check to determine the result of a particular course of action, you may not attempt a vision for that again.
You may carry up to a medium load when you teleport. For every additional 100 pounds of mass (beyond a medium load), the DC
increases by +5. You must have physical contact with the additional mass to teleport it. You may teleport other creatures along with
you in this manner.
Teleportation is an active psychic ability.
Retry: Failure of a Teleportation skill check can have severe consequences.
If you miss your check by 5 or more points, you arrive in the closest area that is thematically or visually similar to the target
location.
If you miss your check by 10 or more points, you experience a major mishap, suffer 1d10 points of damage, and arrive at a random
location in the multiverse.
If your destination places you inside a solid object, you experience a major mishap.
PSYCHIC FEATS
ALTER DENSITY [PSYCHIC]
You can use Metamorphosis to radically alter your body’s density, making your body hard as stone or light as air.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Metabolic Control rank 4+, Metamorphosis rank 8+, Physical
Enhancement rank 4+, Self Healing rank 4+, and Alter Mass.
Benefit: You can use Metamorphosis to radically alter your body’s mass. The amount by which you can change your mass, the DC
of the skill check, and the benefits of the transformation are listed in table ADn-1, below.
Alter Density improves Alter Mass, so you can increase or decrease your body mass and height by up to 50% with a DC 10
Metamorphosis skill check.
Attempts to alter your density must be performed separately from other Metamorphosis skill checks.
Psychic, magical, and other effects that alter your mass or size do not stack.
This power has no effect on equipment worn or items carried.
Psychic, magical, and other effects that alter your mass or size do not stack.
This power has no effect on equipment worn or items carried.
You may select only one degree of natural armor bonus and damage reduction when you create your armor. (In other words, you
cannot stack them.) Each type of energy resistance must be selected separately, so if you wanted Energy Resistance 5 to both cold and
fire, it would increase the DC by +10.
Maintaining body armor causes you 1 point of subdual damage per round.
If you fail your skill check to grow body armor, you may not try again for 10 minutes.
Bludgeoning Weapon (DC 15): You grow a large, bludgeoning weapon, like a muscular tail or huge fists. These inflict 1d4
bludgeoning damage on a successful hit.
Claws (DC 15): You grow sharp claws that inflict 1d4 cutting or piercing (your choice at creation) damage.
Constricting Weapon (DC 20): You grow a long, prehensile tail or convert your arms into serpentine limbs. When you grapple with
this body weapon, it inflicts 1d6 bludgeoning damage with the Constrict special ability.
Electrical Grasp (DC 25): You develop an organ similar to that of an electric eel. The organ lets you electrify your body and inflict
+1 electrical damage with unarmed attacks.
Goring Antlers/Horns (DC 15): You grow large horns or antlers from your forehead. The horns inflict 1d4 piercing damage. On a
charge, the horns inflict triple damage.
Grabbing Weapon (DC 15): You grow large hands, crab-like pincers, constricting limbs, or a similar body weapon. This body
weapon inflicts 1d4 crushing damage on a successful hit and gives you the benefit of the Improved Grab ability.
Improved Claws (DC 20): You grow sharp claws that inflict 1d6 cutting or piercing (your choice at creation) damage.
Improved Teeth (DC 20): Your mouth and nose extend into a muzzle, and you grow several rows of nasty, pointed teeth. Your bite
inflicts 1d8 piercing damage, and you benefit from the Improved Grab special ability when you attack with a bite.
Poison Stinger (DC 25): You grow a poisonous stinger. The stinger inflicts 1d2 points of piercing damage per attack. If it inflicts
damage, it doses the target with venom. The poison inflicts 1d2 initial and secondary damage to one ability score. (The score affected
is chosen when you create the stinger.) The DC of the poison is 10 + 1 for every 2 points you beat your Metamorphosis skill check’s
DC to create the stinger. The stinger holds 2d4 doses of the toxin.
With a DC 30 skill check, you can create a stinger that causes paralysis.
Projectile Quills (DC 20): You grow 2d10 quills that can be shot from your body by muscular action. The quills have the same
statistics as shuriken.
Reach Weapon (DC 20): You grow a bladed or spiked tail, a natural harpoon, or other weapon-like body part that can extend a long
distance. The weapon inflicts 1d4 bludgeoning, piercing, or slashing damage (your choice when created) and has a reach of 10 feet.
Stench (DC 20): You sprout an organ that produces a nauseating stench. Anyone within 10 feet of you must make a Fortitude saving
throw. If failed, they are nauseated. The DC of the save is 10 + 1 for every 5 points that you beat the DC to create the stench organ.
Teeth (DC 15): Your jaw enlarges and sprouts razor sharp teeth. These inflict 1d6 piercing damage.
Special: When you attack with a body weapon, you are considered armed. Note that the total number of attacks you gain per round
do not increase when you grow a body weapon. However, you can use body weapons for off-hand attacks, per the normal rules, such
as attacking with a sword and your bite. (All body weapons are considered light weapons.)
METAPSYCHIC FEATS
BIND PSYCHIC POWER [METAPSYCHIC]
You can cause a short-term, personal psychic power to last 24 hours.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Mental Enhancement rank 8+, and Extend Psychic Power.
Benefit: A bound power has a duration of 24 hours and causes you no subdual damage to maintain its effect.
Binding a power requires you to already have the effect of that power up-and-running. Then, you perform a full round action, suffer
10 points of subdual damage due to stress, and perform a Mental Enhancement skill check against DC 30. If the check succeeds, the
power is bound.
Only one power can be bound at a time.
Only powers with a personal range, a non-instantaneous duration, and no concentration requirements may be bound. Powers that
force a fatigue check at the end of their duration may not be bound. Powers that do not have psychic skill checks may not be bound.
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