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This is from the True20 RPG system, which is based on D&D 3.5/d20. The quoted content is Open Game License.

Name: Keeper Melisan Lastin (Expert 1/Adept 5)
Initiative: -1; Speed 30 ft.; Defense 15 (-1 Dex, +4 Class, +2 Armor); Attack +1 melee (-2 damage, fist;) +2 ranged (+5, +2 damage cryston); Alignment: Twilight; Saves Tough +3, Fort +4, Ref. +1, Will +7; Str -2, Dex -1, Con +2, Int +3, Wis +2, Cha +2;
Skills: Bluff + 11, Concentration +11, Diplomacy +11, Disguise +11, Knowledge (arcane)* +8, Knowledge* (history) +8, Knowledge* (religion) +8, Language (Aldin, Kernish), Notice +11, Sense Motive +11, Survival +11;
Feats: Armor Training (light), Arcane Training (Second Sight, Object Read), Arcane Training (Mind Touch, Mind Reading), Arcane Training (Sleep, Mind Shaping), Arcane Training (Psychic Shield, Ward), Improvised Tools, Jack of All Trades, Low-light Vision, Psychic Talent, Purifying Light, Rapid Healing, Visionary Talent;
Arcana: Mind Touch +10, Mind Reading +10, Mind Shaping +10, Object Read +10, Psychic Shield +10, Second Sight +10, Sleep +10, Vision +2, Ward +10

Feats:
Improvised Tools: You can make do with whatever tools you have at hand. You ignore the –4 penalty for using a tool-dependent skill without proper tools.

Jack of All Trades: You can use any skill untrained, even skills that normally cannot be used untrained. You must still have proper tools if a skill requires them.


Arcana:
Mind Touch (Maintenance)
You can establish contact with another mind. The base Difficulty is 10, modified by familiarity. If the subject has a Psychic Shield, you have to make a separate Mind Touch check to overcome it. An unwilling subject also gets a Will saving throw to avoid contact. If the save is successful, no contact is made.
If you do not want the subject to know you are making mental contact, you can make a separate opposed Mind Touch check against the subject’s Sense Motive, Second Sight, or Psychic Shield check (whichever has the highest bonus). If you win, the subject is unaware of your attempt. If the subject wins, she is aware of your attempt (whether you succeed or fail in actually establishing contact).
While you are in mental contact with another being, the two of you can communicate at the rate of normal speech, hearing each other’s thoughts. You can also send a single visual image each round instead of speaking. Both you and the subject can choose to lie or omit information; you’re “speaking” to each other mentally, not reading each other’s thoughts. Mind Touch is two-way, meaning you are in mental contact with the subject for purposes of her powers and vice versa.
If a friendly mental contact turns hostile, the subject can make a Will saving throw or Psychic Shield check to break contact. Once the subject has failed an attempt to eject the intruder from her mind, she can’t break the contact.
If your Mind Touch is broken, any other powers you are maintaining requiring mental contact are also broken.


Mentally Aiding Others: While in mental contact with another character, you can use the aid action (a standard action) to grant that character a +2 bonus on Will saving throws or on any skill check where your skill rank is equal to or greater than the subject’s.


Mental Rapport: Two or more characters with Mind Touch can enter a mental rapport with each other, a deep and very intense state of mental contact. Each character establishes mental contact with the other, each of whom must be a willing participant. Characters in rapport are like one mind, each instantly aware of everything that the other thinks and experiences and able to share information instantly. Characters in rapport cannot deliberately lie to or deceive each other.


Deathcry: If a creature you are in mental contact with dies, you must make a Will saving throw or Psychic Shield check (Difficulty 20) to avoid being dazed for 1 round by the psychic feedback and trauma. Since mental contact is a two-way phenomenon, this applies to any creature in mental contact with another, including all the creatures involved in a Mental Rapport. A creature can deliberately avoid letting out a deathcry when it dies by making a Will saving throw (Difficulty 20).


Try Again: You can retry Mind Touch freely, but retries on the same subject within an hour’s time are fatiguing.
Time: Mind Touch is a move action. It requires concentration to maintain.

Mind Reading (Maintenance, Mental Contact)
You can read another creature’s thoughts. Make an opposed check against the result of the target’s Will save. If successful, you can read the target’s surface thoughts (whatever the target is presently thinking).
Mind Reading transcends language; you comprehend the target’s thoughts whether or not you share a language. If you fail your Mind Reading check, you cannot read the target’s mind.
If you can interact with your subject, a successful Bluff check against the target’s Sense Motive check causes the subject to think consciously about a particular piece of information you’re looking for, such as a password or name, allowing you to pluck it from the subject’s surface thoughts.


Try Again: Yes, but the target gets a cumulative +1 bonus to the Will save for each new attempt in the same scene, and retries with Mind Reading are fatiguing.
Time: Mind Reading is a standard action.

Mind Shaping (Fatiguing, Mental Contact)
Mind Shaping allows you to remove psychic influence or to alter memories and behavior. Make a Mind Shaping check, with the Difficulty determined by the task.


Remove Mental Influence: Make a Mind Shaping check with a Difficulty equal to the check result of a mind-affecting power. If you succeed, that power no longer affects the subject. Note this only removes the effects of ongoing powers, not permanent aftereffects. This means you could use Mind Shaping to remove a Dominate or Illusion effect, but not to restore damage caused by a psychic attack (for that, use the Cure power). You can undo the effects of Mind Shaping used to alter the subject’s mind by equaling or exceeding the Mind Shaping check used to make the alterations.


Alter Psyche: You can make changes in the subject’s mind. The Difficulty is based on the extent of the change you wish to make. False or altered memories can cause dissonance within the subject’s mind, depending on how well they fit into the subject’s other memories. If the subject notices a conflict between the false and true memories (Narrator’s discretion), she gets an additional Will save to shake off the effect and regain her true memory. She gains a bonus of +1 to +4 on the save depending on how strong the dissonance is between the true and false memories.
DifficultyAlterationTime
15 Alter a single unimportant fact or brief recollection, about 5 minutes worth of memory.6 sec.
20 Alter a single fact or an hour’s worth of memory. 1 min
25 Alter a single significant fact, such as the name of the subject’s spouse, or a day’s worth of memory.10 min
30 Alter a deeply personal fact, such as the subject’s name, or a week’s worth of memory.1 hour
35 Alter up to a month’s worth of memory. 6 hrs
40 Alter up to a year’s worth of memory. Give the subject an entirely new personality, complete with false memories, or erase the subject’s entire memory, causing total amnesia.10 hrs



Special: Taking 20 requires twenty times the usual time. Generally, this means the subject must be cooperative, unconscious, or restrained in some way. Taking 20 increases the fatigue check Difficulty by +20 as well.
Try Again: If you fail a Mind Shaping check, you must wait at least 24
hours before attempting the same task on the same subject.
Time: Removing psychic influence is a full-round action. For altering
a person’s psyche, see the table.

Object Reading
You can read psychic impressions from places and objects, getting images of their pasts, as if you were actually present at a particular past event.


Active Object Reading: You can attempt to see the past of a particular place or object. You must be able to touch the object. This requires a full-round action and an Object Reading check. Active Object Reading is fatiguing.


Spontaneous Visions: Your ability may also spontaneously activate at the Narrator’s discretion when you are in contact with an object with particularly strong psychic impressions. This requires an Object Reading check. The Narrator should make Object Reading checks secretly so the player doesn’t necessarily know if a particular vision was accurate or not.


Consult the table below for the results of a vision, based on the ObjectReading check.
Difficulty Result
10 A vague vision that may not be accurate.
15 A brief and accurate vision of the events.
20 A longer vision of the events, encompassing everything
that took place in a particular place and time.
25 The ability to move the vision backward or forward in
time to review the event.
30 The ability to track the vision backward through time
and space to trace an event to its origin.
35Near-complete knowledge of a particular past event and
everything involving it.

Impressions read from objects generally count as slightly familiar for the purposes of determining familiarity for other powers, possibly more if the vision was long or extremely accurate (in the Narrator’s opinion).
Time: Object Reading is a full-round action.

Psychic Shield
You can shield your mind from psychic influences. When you are the target of a power granting a Will saving throw, make a Psychic Shield check. The attacker must make a power check using the attacking power. If your check result is higher, the power fails. If the attacker’s result is higher, the power affects you normally, but you still get your normal saving throw.
You may choose to voluntarily lower your Psychic Shield as a free action, and can raise it again as a free action. Otherwise, your shield is always active, even if you are unconscious or sleeping.


Shields and Maintained Powers: Once a power has overcome your Psychic Shield, it continues to affect you as long as the user maintains it. You’re still entitled to your normal saving throws, if any, but your shield no longer protects you from that power. Once the attacker needs to make a new power check, however, your shield comes into
play again and must be overcome again. For powers requiring mental contact, so long as the other adept remains in mental contact with you (inside your shield), he can use those powers freely without worrying about your shield.


Overcoming Psychic Shields: An attacker can choose to suffer a fatigue result to gain a +5 bonus to overcome your Psychic Shield. This is in addition to any fatigue caused by the power used against you. If you also choose to suffer a fatigue result, the attacker loses the bonus and must roll normally to overcome your shield. This process takes no actual time; it happens as part of the check to overcome the Psychic Shield. An attacker trying to avoid notice cannot use this option, since it makes it immediately apparent that you are under psychic attack.


Time: Using Psychic Shield as a defense is a reaction; raising or lowering your shield is a free action.

Purifying Light (Fatiguing, Concentration)
You can wield the power of pure light as a weapon against the forces of evil. This power allows you to do two things.


Light Blast: First, you can cast a supernatural bolt of light like an Elemental Blast except it only affects undead and supernatural creatures of innate evil (creatures with the vice subtype) such as fiends. Your Elemental Blast is a normal ranged attack with a range increment of adept level x 10 feet and a maximum range of ten increments (adept level x 100 feet). An Elemental Blast has a damage bonus equal to your adept level.


Shining Ward: Second, you can call forth a shining light to fill an area up to 60 feet across. Maintaining the area of pure light requires concentration. Any undead or supernatural creature with the virtue subtype must make a Will save in order to enter the area of light, and another Will save each round to remain there. A failed save means the creature cannot enter the area and must leave immediately if it is already inside it.


Both uses of Purifying Light are fatiguing. You make the fatigue save after each light blast and after you stop maintaining a shining ward.
Time: Both uses of Purifying Light require a standard action.

Second Sight
You can sense the use and lingering effects of supernatural powers. Make a Second Sight check to detect powers in use in your vicinity, to sense an attempt at mental contact, or to detect and read the supernatural “signature” left behind by powers.


Sense Powers: The Narrator makes a Second Sight check for you in secret as a reaction whenever supernatural powers are used in your general area. The base Difficulty is 10 or the user’s Psychic Shield check result, whichever is greater, and the Difficulty increases by +1 for every 10 feet between you and the user or subject of the power (whichever is closer). A successful result means you sense the power use. You also know the general direction and distance to the source of the power and its target. If you succeed by 5 or more, you know which power was used. If you succeed by 10 or more, you also recognize the user, if known to you.


Sense Mind Touch: You make a Second Sight check against the other adept’s Mind Touch check to know when someone is trying to secretly get into mental contact with you. If you win the check, you sense the attempt, but you might not be able to avoid it (depending on the results of your Psychic Shield check and Will save).


Sense Supernatural Signature: If you also have the Object Reading power, you can sense old uses of supernatural powers in an area. The base Second Sight Difficulty is 15 to detect that powers were used in the area in the past, and 20 to determine what power was used and roughly when. It is Difficulty 25 to know exactly what or whom the power was used on. Sensing supernatural signatures is fatiguing.


Try Again: No.
Time: Sensing power use and mental contact are reactions, taking no time. Sensing signatures requires a full-round action.

Sleep (Fatiguing, Mental Contact)
You can psychically put a target into a deep sleep. The target gets a Will saving throw. Success negates the effect. If the Will save fails, the creature falls instantly asleep and remains so for 1 minute per rank.
Sleeping creatures are helpless. Slapping or any damage awakens them, but normal noise does not. Awakening the creature requires a standard action (an application of the aid action). Creatures that do not normally sleep are unaffected by this power.
Time: Sleep is a standard action. It lasts for 10 rounds (1 minute) per rank.

Visions
You can get visions of the future, as if you were actually present at a particular future event. The visions you receive are by no means assured; the future can be changed by the actions of those in the present.


Spontaneous Visions: At the Narrator’s discretion, you may receive a vision when you are in contact with a subject or when there is a momentous event approaching in the future. This vision can occur while you are awake, yet spontaneous visions often take the form of dreams. You know when a dream is actually a vision, although you may not necessarily know what the vision means.


Danger Sense: Whenever you would normally be surprised in combat, you can make a Visions check (Difficulty 15). If successful, you receive a split-second warning; you are not surprised and can take an action during the surprise round.


The Narrator should make Visions checks secretly so the player doesn’t know if a particular vision is accurate or not. Consult the table for the results of a vision, based on the Visions check, or choose a suitable result, based on the hero’s Visions rank and the requirements of the story.
Difficulty Result
10 A vague vision of the future that may be accurate.
15 An accurate glimpse of the future.
20 Awareness of how long before a event occurs.
25 Awareness of the people involved in a future event.
30 Awareness of the time, subjects, and location of a
future event.
35 Near-complete knowledge of a future event and
everything involving it.

Things seen in visions count as slightly familiar in terms of familiarity, possibly more if the vision was long or extremely accurate (in the Narrator’s opinion).
Time: Visions is a full-round action (at least).

Ward (Concentration)
You can create interference with other supernatural powers and even creatures. You can affect an area around you with a radius equal to your adept level times 5 feet. Alternatively, you can choose to focus your Ward against a single creature in your line of sight.
Anyone affected by your Ward must make an opposed check against the result of your Ward check to successfully use any powers. Powers with results less than yours fail; although, the users of the failed powers still suffer fatigue, if any. Adepts can choose to suffer a fatigue result, in addition to the normal fatigue of the power used, to gain a +5 bonus
to overcome your Ward. If so, you can choose to suffer a fatigue result to reinforce your ward, forcing the subject to make a normal check to overcome it (without the bonus). This takes no actual time; it happens as part of the check to overcome the Ward.


Creature Ward: You can also use Ward to “hedge out” or ward off certain supernatural creatures. The Narrator decides what type of creatures you may ward, depending on the setting. Examples include undead, fey creatures, elementals, psychic or energy beings, demons (or other extraplanar entities), and so forth. Different types of supernatural powers may ward against different types of creatures. Any creature affected by your Ward must make a Will save against the result of your Ward check to pass the boundary of the ward (a radius of adept level x 5 feet). A creature that fails the save cannot cross the boundary so long as the ward is maintained, nor can it directly affect or influence anything within the bounds of the ward.


Time: Ward is a move action.

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Melisan Lastin

November 2012

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