loriaguide

 

Psions

Page history last edited by Jeff Gingell 10 mos ago

Upon Creation:

Hpoints: 10 + Vitality Modifier + Discipline Modifier

Mana: 16 + Mentality Modifier + Discipline Modifier

Knows: Two powers, based on discipline

Attack: 2

Defense: 4

Upon Level Up:

Hpoints: + 1d4 + Vitality Modifier

Mana: + 1d7 + Mentality Modifier

Attack: +1 two out of every three levels

Defense: +1 every other level

 

Abilities:

Level 1 Third Eye

Once every three hours, a Psion can use the Third Eye ability. For the next 2 minutes, all attacks and all powers are doubly effective.

Level 9 Mind Over MatterAt ninth level, a Psion gains the Mind Over Matter ability. He can use this ability to channel some of his Hitpoints into Mana. The amount is shown in the following formula: (Vitality Modifier) + (Mentality Modifier) + (Discipline Modifier) times two

This ability can be used once every thirty minutes.

 

Note to everyone using armor, and weapons:

See the weapons, and armor restrictions in the Updates to the game

If you are 10 levels below a monsters level, your weapon will not do as much damage.

The damage can be reduced to 3-6 damage, if you are way under the monsters level.

The same in true for monsters who attack you with weapons.

Special abilities for thiefs, and fighters, that include a 1 shot kills, are less affected buy the damage gimp, in tearms of you getting a kill.

Those abilities are based on attack, instad of damage.

 


 

 The fellowship of the mind, in the far backwater territories of Loria, spent twenty years unraveling the secrets of the mind. They have discovered that:

  -The mind and the body are irrevocably linked, and your mental power depends on the abilities of your being.

  -Each psionic discipline is linked to a certain ability: Psychometabolism--Strength, Psychomobility--Agility, Psychokinesis--Vitality, Clairsentience--Mentality, Telepathy--Charisma.

  -Whenever a power is used, the manifester's experience with that power's "seed" increases. In addition, related "seeds" gain a little bit of experience as well.

  -Each seed, other than your first, requires a certain level of experience before it is discovered.

  -The links outlined in yellow only exist if they branch out from your primary discipline. (i.e., a Psychometabolist would have access to Acid, Earth, and Enfeebling, as well as Agility, Vitality, Mentality, and Charisma, but nothing else.)

  -In many ways, the powers of the mind manifest much like arcane and divine magic, and in some cases, exactly like spells of the same kind.

 

 

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