Psionic Powers
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PSI-CRAFT THE FANTASY CRAFT PSIONICS TOOLKIT Version 1.1 TABLE OF CONTENTS TABLE OF CONTENTS TABLE OF CONTENTS ................................................................. 2 COMSUMABLES ......................................................... 36 INTRODUCTION ............................................................................. 3 SERVICES ......................................................................... 36 PSIONIC CAMPAIGNS ................................................................... 4 ARMOR & WEAPON ....................................................... 36 NEW ARMOR UPGRADES ......................................... 36 PSIONIC BASICS ................................................................ 4 NEW WEAPON UPGRADES ....................................... 36 WHAT ARE PSIONICS? ................................................. 4 MAGIC ITEMS AS PSIONIC ITEMS .............................. 37 WHY PSIONICS? ............................................................ 4 ESSENCE DESCRIPTIONS.......................................... 37 ADDING PSIONICS TO YOUR CAMPAIGN ................... 4 CHARM DESCRIPTIONS ............................................ 37 CREATING PSIONIC RACES AND SPECIALTIES ..... 5 SAMPLE PSIONIC ITEMS ........................................... 38 DETERMINING PSIONIC POWER LEVELS ................ 5 NEW CAMPAIGN QUALITIES ......................................... 5 PSIONIC NPCS ................................................................................ 40 PSIONIC CHARACTERS ............................................................... -
The Grand History of Eberron
The Grand History of Eberron Edited by Christopher J. Monte Based on the bestselling campaign world of Eberron created by Keith Baker and Wizards of the Coast The longer you look back, the farther you can see forward. —Sir Winston Churchill The world is a fine place and worth the fighting for… —Ernest Hemingway, For Whom the Bell Tolls There is a tide in the affairs of men, Which, taken at the flood, leads on to fortune; Omitted, all the voyage of their life Is bound in shallows and in miseries. On such a full sea are we now afloat, And we must take the current when serves, Or lose our ventures. —William Shakespeare, Julius Caesar , Act IV, scene iii 2 Acknowledgements and Works Cited All ideas and storylines below are trademark/copyright their respective publishers and/or creators. This is a non-profit publication for use as a supplement to Eberron reading and the Dungeons and Dragons game and is NOT in any way affiliated with Wizards of the Coast or any other licensed distributor of Dungeons and Dragons merchandise. Any items or rights that are the property of these sources are not claimed by this writer. All rights are reserved to their original creators. The world of Eberron was created by Keith Baker. This work represents only a compilation of information and ideas first published in the following sources by him and other authors and game designers employed by Wizards of the Coast and is in no way an original work of this author. City of Stormreach by Keith Baker, Nicolas Logue, James Desborough and C.A. -
Dragon Magazine #180
SPECIAL ATTRACTIONS AD&D Trading Cards TSR staff Issue # 180 Insert Your preview of the 1992 series is here in this issue! Vol. XVI, No. 11 April 1992 OTHER FEATURES Publisher Not Quite the Frontispiece Ken Widing James M. Ward 9 Our April Fools section wandered off. Just enjoy. Suspend Your Disbelief! Tanith Tyrr Editor 10 Maybe its fantasy, but your campaign must still make sense! Roger E. Moore Not Another Magical Sword!?! Charles Rodgers Fiction editor 14 Why own just any old magical sword when you can own a legend? Barbara G. Young Role-playing Reviews Rick Swan 18 A good day for the thought police: three supplements on psionics. Associate editor Dale A. Donovan Your Basic Barbarian Lee A. Spain 24 So your fighter has a 6 intelligence. Make the most of it. Editorial assistant Wolfgang H. Baur Hot Night in the Old Town Joseph R. Ravitts 28 If your cleric thinks his home life is dull, wait till the DM sees this! Art director Colorful Connection Raymond C. Young Larry W. Smith 34 Whats the puzzle within this puzzle? A fantasy crossword for gamers. Production staff The Voyage of the Princess Ark Bruce A. Heard Gaye OKeefe Angelika Lokotz 41 What happens when a D&D® game character dies? Tracey Zamagne Mary Chudada Your Own Treasure Hunt Robin Rist 52 When funds run low in your gaming club, its time for a fund-raising Subscriptions adventure. Janet L. Winters The Role of Computers Hartley, Patricia, and Kirk Lesser U.S. advertising 57 A visit with Dr. Brain, Elvira, and the Simpsons. -
Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
Fighter 20 [Psi Warrior] Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS • +12 Strength ARMOR Max HP Current HP Temp HP STRENGTH +1 Dexterity • +11 Constitution +0 20 204 -- +5 +6 Intelligence CLASS +1 Wisdom INITIATIVE HIT POINTS 20 +0 Charisma Total 20d10 SUCCESSES Saving Throw Modifiers Resistances - Psychic DEXTERITY FAILURES +1 Bonus on +0 saves DEFENSES HIT DICE DEATH SAVES 10 SAVING THROWS INSPIRATION === ARMOR === Heavy Armor, Light Armor, Medium Armor, CONSTITUTION P +6 Acrobatics DEX Shields PES +4 +0 Animal Handling WIS +6 === WEAPONS === +5 Arcana INT Martial Weapons, Simple Weapons 19 P +11 Athletics STR === TOOLS === LSE -1 Deception CHA Navigator's Tools, Vehicles (Water) +5 History INT INTELLIGENCE === LANGUAGES === P +6 Insight WIS Common, Deep Speech, Gith 30 ft. (Walking), 50 ft. (Flying), 40 ft. -1 Intimidation +5 CHA (Swimming) +5 Investigation INT 20 +0 Medicine WIS SPEED PROFICIENCIES & LANGUAGES +5 Nature INT WISDOM P +6 Perception WIS -1 Performance CHA === ACTIONS === Once you take this action, you can’t do so again until Standard Actions you finish a short or long rest, unless you expend a +0 -1 Persuasion CHA Attack, Cast a Spell, Dash, Disengage, Dodge, Psionic Energy die to take it again. Help, Hide, Ready, Search, Use an Object, +5 Religion INT 10 Opportunity Attack, Grapple, Shove, Improvise, === BONUS ACTIONS === +0 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Bulwark of Force • 1 / Long Rest As a bonus action, you can choose up to 5 +0 Stealth DEX Psionic Power: Telekinetic Movement • 1 / Short Rest creatures, which can include you, that you can see You can move an object or a creature with your within 30 ft. -
Cataclysmic Ectoplasmic Psychedelic Barbaric 4E D&D
CATACLYSMIC ECTOPLASMIC PSYCHEDELIC BARBARIC 4E D&D By Ron Edwards It's a unique non-canonical setting built from selected components of rulebook material. I started with races and classes I found most fun to look at – briefly, most of the primals and the psionics. From there I brainstormed a sylvan paradise disrupted by aberrant metaphysical chaos, where cataclysm is the new normal. THE SETTING It's a physically and metaphysically shattered world: not really holding together, and not really meaning anything. Imagine wilderness, ruins, voids, wastelands, ancient battlefields, crystals, vortices, with some surviving strongholds and holdouts. Forget all canonical D&D imagery. I'm talking about serious Ditko-level surrealism, Moebis-art landscapes and mind-shattering voids with barely cohering floating fragments of worlds, phase-isolated echoes of the past or future, and the occasional inability to tell whether you're in some kind of reality or trapped in someone's mind. The vortices provide the "dungeon" in the game title, freaky three-D spherical manifestations – they grow, therefore getting more and more levels/interiors, which is awesome. Tripping yet? Good. This is raw psycho-savage fantasy at the edge of hallucination. Damage will be described in detail. I expect characters to get naked. RACES These are the only player-character races in the setting: Githzerai, Shifter, Minotaur, Shardmind, Wilden We're working only from the abstracted descriptions in the 4E books, so we're using absolutely no content from the canonical settings or -
Free Will and Paranormal Beliefs
ORIGINAL RESEARCH ARTICLE published: 02 April 2014 doi: 10.3389/fpsyg.2014.00281 Free will and paranormal beliefs Ken Mogi* Sony Computer Science Laboratories, Tokyo, Japan Edited by: Free will is one of the fundamental aspects of human cognition. In the context of cognitive Adam B. Barrett, University of neuroscience, various experiments on time perception, sensorimotor coordination, and Sussex, UK agency suggest the possibility that it is a robust illusion (a feeling independent of actual Reviewed by: causal relationship with actions) constructed by neural mechanisms. Humans are known Jim Parkinson, Sackler Centre for Consciousness Science, UK to suffer from various cognitive biases and failures, and the sense of free will might Elisa Filevich, University College be one of them. Here I report a positive correlation between the belief in free will and London, UK paranormal beliefs (UFO, reincarnation, astrology, and psi). Web questionnaires involving *Correspondence: 2076 subjects (978 males, 1087 females, and 11 other genders) were conducted, which Ken Mogi, Sony Computer Science revealed significant positive correlations between belief in free will (theory and practice) Laboratories, Takanawa Muse Building, 3-14-13 Higashi-Gotanda, and paranormal beliefs. There was no significant correlation between belief in free will Tokyo 141-0022, Japan and knowledge in paranormal phenomena. Paranormal belief scores for females were e-mail: kenmogi@ significantly higher than those for males, with corresponding significant (albeit weaker) qualia-manifesto.com difference in belief in free will. These results are consistent with the view that free will is an illusion which shares common cognitive elements with paranormal beliefs. Keywords: free will, paranormal beliefs, consciousness, gender, illusion INTRODUCTION although the relevance of data reported below are not necessarily The ability to choose one’s own action is one of the most salient limited to this particular position. -
To My Mom, My Two Sisters Carol and Margaret, the Two Davids, and in Loving Memory of Grandma Stanley and My Father Gerald
Dedication: To my mom, my two sisters Carol and Margaret, the two Davids, and in loving memory of Grandma Stanley and my father Gerald. In the latter, we may not have always seen eye to eye, but he gave me some much valued advice. To Grandma and Grandpa Preece, I miss them and the Staffordshire countryside a lot. And to Sandy, Penny, Misha, and Jet; hope these lovely pets are getting on well across the rainbow bridge; miss and love you all. And to ‘Cupcake’ whose support and companionship I value more than anything else in this world. Acknowledgements: I owe this work in part to the inspiration from 2000 A.D. (particularly the Judge Anderson series), the film Blade Runner and William Gibson’s Neuromancer (an excellent book, and I wonder why it’s not been filmed!) and a tip of the hat to Brandon Sanderson who has inspired at least one psionic talent in this volume. Sample file Contents Crystal Healing..............................28 Dancing the Code..........................29 Immovable Object.........................29 Irresistible Force............................29 Chi.......................................................5 Laying on of Hands.......................30 Chakra................................................5 Mind Manipulation.......................30 Channeling Chi................................5 Mind Reading.................................30 Meditation..........................................7 Pacify................................................31 Psionic Community.........................7 Postcognition..................................31 -
Simple Psionics
Simple Psionics Tasha’s Cauldron of Everything Compatible Psionics Psionics in 5e D&D has been a very controversial topic. When first released as part of UA, WOTC’s attempts were generally considered overcomplicated to such an extent that it received very negative backlash. With the release of TCOE, Psionics has been reduced to a very limited set of powers used by the Soul Knife Rogue and the Psi-Warrior Fighter. Dissatisfied with the end result, I decided to try and make a dedicated psion which integrates as smoothly as possible with the existing mechanics. The following contains the Psion class and 3 subclasses, as well as a Discipline system that all functions off of one resource: the psionic energy dice (or psi-dice for short). by Peter Lathamhurst DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast.Sample This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork containedfile herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. -
Genetics of Psychic Ability - a Pilot Case-Control Exome Sequencing Study
ARTICLE IN PRESS Explore 000 (2021) 1À8 Contents lists available at ScienceDirect Explore journal homepage: www.elsevier.com/locate/jsch Genetics of psychic ability - A pilot case-control exome sequencing study Helane Wahbeha,*, Dean Radina, Garret Younta, Michael A. Woodley of Menieb, Matthew A. Sarrafc, Marcela V. Karpujd a Research Department, Institute of Noetic Sciences, Petaluma, CA, USA b Center Leo Apostel for Interdisciplinary Studies, Vrije Universiteit Brussel, Belgium c Independent Researcher, New York, USA d Biotechnology Engineering Department, ORT Braude College, Karmiel 21982, Israel ARTICLE INFO ABSTRACT Article History: Introduction: It is commonly believed that psychic ability, like many mental and physical traits, runs in fami- Received 23 October 2020 lies. This suggests the presence of a genetic component. If such a component were found, it would constitute Revised 16 February 2021 a biological marker of psychic ability and inform environmental or pharmacologic means of enhancing or Accepted 27 February 2021 suppressing this ability. Available online xxx Methods: A case-control study design was used to evaluate differences between psychic cases and non-psy- chic controls. Over 3,000 candidates globally were screened through two online surveys to locate people Keywords: who claimed they and other family members were psychic. Measures of relevance to the claimed abilities (e. Psychic Exome sequencing g., absorption, empathy, schizotypy) were collected and based on those responses, individuals with indica- Familial traits tions of psychotic or delusional tendencies were excluded from further consideration. Eligible candidates Extended human capacities were then interviewed and completed additional screening tests. Thirteen individuals were selected as the Noncoding dna final “psychic cases,” and ten age-, sex-, and ethnicity-matched individuals with no claims of psychic ability Cross-cultural sociogenetics were selected as controls. -
X Artillerist
Custom Lineage Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them: Creature Type. You are a humanoid. You determine your appearance and whether you resemble any of your kin. Size. You are Small or Medium (your choice). Speed. Your base walking speed is 30 feet. Ability Score Increase. One ability score of your choice increases by 2. Feat. You gain one feat of your choice for which you qualify. Variable Trait. You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. Artificer Alchemist - X Armorer - Defensive Field is now limited to proficiency uses per long rest. Second Skin changed to Dampening Field, now gives advantage on Stealth checks but doesn't negate disadvantage from armor, stating they cancel out. In function, straight roll if the armor normally gives disadvantage. Advantage if the armor doesn't provide disadvantage. Artillerist - X Battle Smith - Steel Defender wording changed. Brought in line with Drake ranger. Steel Defender can act while you're incapacitated etc. Other - Armor of magical strength no longer requires level 10, artificers get Green Flame Blade and Booming Blade cantrips. Barbarian Path of the Beast - Bite now heals Prof mod instead of Con mod, it also only heals you if you are below half health. -
Paranormal Belief and the Strange Case of Haunt Experiences: Evidence of a Neglected Population
PARANORMAL BELIEF AND THE STRANGE CASE OF HAUNT EXPERIENCES: EVIDENCE OF A NEGLECTED POPULATION BY BRIAN LAYTHE AND KAY OWEN ABSTRACT: The current study examines the specific experiences of individuals who have reported haunt phenomena in the context of common paranormal belief measures. One hundred and sixty nine community college students completed online surveys assessing personality traits, cognitive functioning, Tobacyk’s (2004) measure of paranormal belief, Gallagher, Kumar, and Pekala’s (1994) Anomalous Experiences Inventory, and a measure designed for the current study to assess haunting experiences. Results using Spearman correlations show occasional and small relationships between paranormal belief measures and haunting experiences. Contrary to existing literature, t test findings show analytical and personality measures do not significantly differ between those who have experienced haunting phenomena and those who have not. We conclude that previous research in paranormal belief may not apply to individuals who have experienced haunting phenomena due to paranormal belief measures’ lack of content regarding haunting experiences. Keywords: paranormal belief, haunt experiences, personality, cognitive functioning It is not unusual for people to interpret personal experiences as a ghostly encounter. Rice (2003) reported that 42.1% of the population believes in ghosts, and Gallup and Newport (1991) have reported that 9% of the general population has seen a ghost. McClenon (1994) reported that 30% of his accounts of supernatural events refer specifically to apparition experiences. More research in paranormal beliefs shows that 38% of people believe in ghosts, and in other studies 41% of participants report a belief in ghosts (Irwin, 2009). These findings show that many people believe in ghosts and that researchers credit this type of belief as paranormal belief. -
GURPS Psionics Is The
Spies and police who can read your thoughts. New Age mysticism merged with ultra-technology. Psychic GURPS Basic Set, Third Edition vampires. Mass minds of terrible power. Telepathic and Compendium I: Character computers. Gifted children killed or kidnapped by a Creation are required to use this supplement in a GURPS power-mad government. This is the world of GURPS campaign. GURPS Psionics is the . ultimate sourcebook for psi Psionics powers. It includes a complete world background – and the GM In Psionics you’ll find: can use it as a resource for campaigns in any background. ! Unified Rules – the psi systems from GURPS Basic THE TELEPATHICS: Set and GURPS Supers combined into a complete, official whole. Written by ! New Abilities – including Mindswitch, Combat David L. Pulver Teleport, psychic vampirism, and cyberpsi. ! New Rules – featuring gestalts, group minds, latent Edited by psis, ghosts, psionic combat, and poltergeists. Loyd Blankenship, ! Psionic Technology – two chapters of psionic Creede Lambard, equipment, including psychotronic weaponry, and Steve Jackson dreamscanners, and psionic computers – even psionic starship drives! Cover by ! Campaign Advice – on smoothly integrating psi John Zeleznik into other GURPS worldbooks, or designing your Illustrated by own psi campaign. Dan Smith ! Complete Campaign Background – in which powerful psis struggle with secret government FIRST EDITION, FIFTH PRINTING agencies and globe-spanning conspiracies in a PUBLISHED MAY 2003 world eerily like our own . ISBN 1-55634-196-2 STEVE JACKSON GAMES