Powers: Godminds
Complete Psionic for D&D 3.5 is infamous for its divine mind class that is underwhelming both in flavor and mechanics. A 3rd-party supplement The Mind Divine by Dreamscarred Press presents another take on "divine" psionic characters. It describes godminds - quasidivine beings that can grant psionic abilities. I quite like the concept, so I included it in my setting as separate psionic powers with the Pact limitation.
Godminds
There exist entities of
such immense psionic power that they transcend mortality and rival even the
gods. Such entities are called godminds,
and they are able to grant their worshippers powers, just like the true
deities. Unlike the deities, the godminds do not grant domains, but grant
access to specific powers with associated psionic skills. The following godminds are the most well known, but others may exist.
Imperial Mind Network
Focus: Communication, connection, and knowledge.
When a gith rebellion sundered the illithid overmind,
destroying their vast empire, psionic energies of dying elder brains were so
immense, they became a persistent network with a residual personality. While
some sages doubt that Imperial Mind Network qualifies for being a godmind, it
nonetheless provides powers to those connected to it. The Network requires the
worshippers to gather as much new knowledge as possible.
Imperial Mind
Network Talent – 5 points/level
Imperial Mind Network Abilities
Absolute Direction; Absolute Timing; Common Sense;
Cultural Adaptability; Eidetic Memory; Intuition; Lightning Calculator; Modular
Abilities, with Cosmic Power and Skills Only, representing learning skills of
other people connected to the Network; Oracle; Precognition; Psychometry;
Racial Memory; Social Chameleon; Wild Talent.
Power Modifier: Imperial Mind Network, -X% (Pact, -X%; Psi, -10%).
Pyroviril
Focus: Energy manipulation.
A powerful fire elven psion Stoviril Lastcall achieved
perfect mastery of mind and energy manipulation and transcended mortality,
becoming a godmind, from that moment known as Pyroviril. A schism between the
clergy of the elven pantheon and the worshippers of Pyroviril split the nation
of Indaril. Pyroviril grants his worshippers energy manipulation abilities, but
also requires the worshippers to avoid using physical weapons in combat, and
strive for self-perfection.
Pyroviril Talent
– 5 points/level
Pyroviril Abilities
Control (Energy); Damage Resistance, with Force Field
and Limited, Energy (-20%) or Energy Type (-40%); Flight; Obscure, any, as long
as it is flashy; Protected Power; Temperature Control. Various Innate Attacks
and Afflictions dealing energy damage.
Power Modifier: Pyroviril, -X% (Pact, -X%; Psi, -10%).
Shm
Focus: Dreams, nightmares, fear.
Shm is not an active entity, but a dormant
consciousness that spans the entirety of the Demiplane of Nightmares, a plane
coterminous with the Region of Dreams and the Ethereal Plane, but also very
prone to leakage from the Far Realm. Sages believe that it was born when one of
the first gods had a nightmare. This nightmarish consciousness separated from
the deity and remained dormant in the Demiplane of Nightmares, a plane both
very distant metaphysically from the material world and very close to every dreaming
mind. Shm is not worshiped, but revered by psions who found a way to tap into
its power. Two typical ways to access Shm’s powers are permanent silence (Vow
(Keep silent at all times) [-10]) and deep meditation (Disciplines of Faith
(Mysticism) [-10]) that allow the psion to hear their deepest thoughts. Shm
grants powers related to dreams, nightmares, and fear.
Shm Talent – 5
points/level
Shm Abilities
Abilities under Dream
Control (GURPS Psionic Powers,
pp. 73-74).
Animal Empathy*; Channeling, with Accessibility, Only
while sleeping (-20%); Charisma (“my dream girl”); Detect (Fear); Empathy*;
Fearlessness; Intuition, with Preparation Required (-60%) if it requires a night
of dreams; Jumper (Spirit), with Limited Access, Dreams (varies); Less Sleep;
Mind Control*, usually with Conditioning; Mind Probe*; Mind Reading*; Mindlink (“dream
lover”); Oracle; Telesend*, and Terror. Abilities marked * have Accessibility,
Only on sleeping targets (-20%).
Nightmare attacks include Afflictions with
Disadvantage (Addiction to dream-delights, Delusions, etc.), Euphoria (for
“paralysis by paradise”), or Hallucinating; Binding; and Fatigue Attacks with
Missed Sleep. All should have Malediction.
Fear attacks are mainly Afflictions with Disadvantage (Combat
Paralysis, Cowardice, Fearfulness, Panic Attacks, Paranoia, Phobias, etc.),
Hallucinating, or Paralysis. Give offensive Fear abilities Malediction and
Sense-Based (“I will show you fear in a handful of dust”).
Power Modifier: Shm, -20% (Pact, -10%; Psi, -10%).
Talinyon
Focus: Psychokinesis.
Not much is known about this godmind, but since its
creation is not mentioned in any historical records of Karilan, sages believe
that Talinyon originated on a different world or a plane of existence. What is
known is that Talinyon is an active entity that grants psychokinetic abilities
to its worshippers. Talinyon requires full devotion to psychokinetic powers in
life, usually requiring such disadvantages as Vow (Never walk), Vow (Never use
hands when TK can accomplish the task), Vow (Never wear armor). Of course,
worshippers can mitigate these disadvantages with granted psychokinetic
abilities, but they often have accompanying disadvantages that represent
atrophied muscles – Crippled Legs, negative Arm ST, Klutz, etc.
Talinyon Talent
– 5 points/level
Talinyon Abilities
Binding, with Unbreakable; Catfall, with Feather Fall;
Clinging, with Attraction; Damage Resistance, with Force Field and Limited, Physical
(-20%); Enhanced Move (Air); Flight; Protected Power; Stretching, with Force
Extension; Super Climbing; Super Jump; Telekinesis; Temperature Control; Vibration
Sense, with Sense of Perception; Walk on Air; and Walk on Liquid.
Many Innate Attacks are reasonable, but they should
represent direct telekinetic attacks, not cryokinesis or pyrokinesis. Direct telekinetic
attacks on vital areas are Afflictions with Choking or Heart Attack. All such
attacks must have No Signature, and Afflictions require Malediction, too.
Power Modifier: Talinyon, -X% (Pact, -X%; Psi, -10%).
The First Thought
Focus: Psychoportation.
Like Shm, the First Thought is a dormant consciousness,
not an active entity. All attempts to communicate with it fail, and all
divinations regarding the age and nature of this godmind fail. Nonetheless, in
the ancient past, a party of high elven adventurers has uncovered a library
thousands of years older than Seylaril itself. Most of the tomes and records
found were too damaged to read, but some excerpts survived. Transported to
Sigil for translation, they shone a bit of light on the nature of the First
Thought. The records written in the language of spell weavers proposed two
hypotheses.
The first said that the First Thought is a projection
of one of the Old Gods that have created this multiverse, left it, and sealed
it behind them. This projection keeps the very fabric of space together and
allows the Old Gods to observe the multiverse.
The second said the First Thought is a psychic remnant
of the dead participants of the war between gods and draedens that happened
before the current planes have fully formed.
None of the hypotheses were proven to be true, but
those text described complex rituals required to gain access to the First
Thought’s powers (Disciplines of Faith (Ritualism) [-5]). In addition, each
time a creature uses the First Thought’s abilities, it must make an immediate
Fright Check, using the Confusion (GURPS
Powers, page 85) variant table if possible.
The First
Thought Talent – 5 points/level
The First Thought Abilities
Psychoportation abilities and Jumper (Interplanar).
Power Modifier: The First Thought, -30% (Backlash, Fright Check, -15%;
Pact, -5%; Psi, -10%).
No comments:
Post a Comment