Friday, March 22, 2024

OSR: Even More Schools of Magic

As usual, I'm very late to this trend, if it ever was one.  Consider this post a companion piece to this one.

by SeaofFireflies
The Imperial Model:

The Arcane University in Au-Mar categorize Magic as divided between the Greater and lesser schools.  

The Greater Schools are as follows:

- Conjuration, which focuses on moving things, namely objects, creatures and information from one place to another.
- Evocation, which is dedicated to the manipulation of energies.
- Transmutation, which is focused on the changing of one item to another.  

The Lesser Schools are said to be derived from one of the Greater Schools.
  
Divination is a Lesser School, derived from Conjuration, as it focuses on moving information from one location to another.  

Illusion is a Lesser School, which derives from Evocation, is focused on the manipulation of light, sound and the senses.  

And of course, there are fierce debates about where some Schools fall.  Does Shape-shifting count as it's own School, and if it does, does it count as a part of Biomancy?  And on the subject, is Biomancy derived from Transmutation, as it is the changing of an existing substance, or is it merely the manipulation of existing energies and material, thus making it derive from Evocation?  There is no consensus on this topic, only arguments of varying validity.  

by yigitkoroglu
The Winds of Magic Theory:

The Strixa, an ancient civilization that produced unparalleled advances in sorcery and mathematics, theorized that magic flowed from various sources that, when intermingled, formed a flowing, fluid network that changed and altered based on external forces.  They called these forces The Winds of Magic.  

The Winds were:

The Wind of Fire: The Red Wind.  Originates from the Sun.  Enabled the manipulation of fire, heat, light and time.  Also useful for purification.  

The Wind of Change: The Silver/White Wind (varies by tradition).  Originates from the Moon.  Enabled the manipulation of the mind, the creation of illusions and shapeshifting. 

The Wind of Heaven: The Teal/White Wind (varies by tradition).  Originates from the Stars.  Enabled the acquisition of knowledge, the manipulation of fortune and space and invisibility.  This was considered the most useful Wind to draw upon when Scrying.  

The Wind of Air/Sky (see above): The Blue/Azure Wind.  Originates from the Sky, but only during the day.  Enabled the manipulation of the weather, lightning, clouds and wind.  The best Wind to draw upon if you wanted to fly.  

The Wind of Stone: The Yellow Wind.  Originates from the Earth.  Enables the manipulation of rock, stone, earth, metal and minerals.  

The Wind of Tides: The Blue/Cobalt Wind.  Originates from the Ocean.  Enables the manipulation of water, storms and sea-life.  Scholars are split on whether or not this or the Wind of Sky grants better control over weather.  

The Wind of Shadow: The Purple Wind.  Originates from Darkness.  Enables the manipulation of shadows, darkness, decay and hidden things.  It is the best Wind to use when concealing things  and debately, practicing Necromancy.  

The Wind of Life: The Green Wind.  Originates from the World-Spirit.  Enables the manipulation of life, living creatures, poison, growth, disease and mutation.  The best source to draw upon for Healing magic.  Also some argue that this Wind is a better source for powering Necromancy than the Wind of Shadow.

The best argument for this theory is that it is possible to draw mana from the above listed natural sources, though it is dangerous and usually not worth the effort, unless you're attempting a massive working.  The best argument against it is that it's rather arbitrary.  According to some Scholars, the Stars are present during the day, we just can't see them.  And why does the Sky get two Winds associated with it?  And who gets control over weather, the Wind best for controlling water or the one that controls clouds?  And what, exactly is the World-Spirit?  

Some Strixan scholars argued it was the true source of all life, an Ur-creature, an All-Mother that could have looked like anything, from a divine Goddess to a hermaphroditic demigod to a continent-sized slab of flesh.  Others, meanwhile, argued that the World-Spirit was all living things collectively, or the soul to the physical body of the world.  

That latter group ruthlessly persecuted those who specialized in the tapping of the Wind of Life, for they believed that excessive use could harm the world itself and potentially lead to the death of all living things.  There was never any agreement, not when the Strixans ruled a third of the world and certainly not now, as the civilizations living on their bones squabble over the detritus they left behind.   

by zhaoenzhe
The Metal Magi of Yi'Fa:

The lands of Yi'Fa categorize Magi into a series of schools named after and based on the their Theory of Metallurgy, a spiritual and philosophical school that governs much of their government policy, cultural activities and religious practice.  The Theory of Metallurgy is based on the idea that the universe can be divided into five aspects which interact and battle with each other.  These aspects are each tied to one of the five "Prime" metals.  The Five Prime Metals are Gold, Silver, Iron, Pewter and Mercury. 

To the Yi'fan, Gold represents the Sun, Eternity, Divinity and Royalty.  As such, Golden Magi are among the most honored in their society.  Golden Magi practice magic relating to healing and protection, using their magic to protect, heal and restore.  Their orders are highly exclusive, recruiting only from the most talented and noble.  Though sought out by nobles and Kings alike, Golden Magi are still beloved by the common people and play a great role in the folklore of Yi'Fa.  Golden Magi can often be identified by the fact that by practicing their arts for long enough, parts of their flesh will transform into living gold.  

Silver represents Quickness, Motion, Commerce, the Sea and Luck.  Silver Magi command wind and water, as well as the tides of fortune.  They are prized by merchants and sailors, who employ them to speed journeys on their way or bring them safely to a distant destination.  Silver Magi are much more egalitarian, recruiting anyone who wishes to and possesses the talent.  Their academies are known across the region, for both their effectiveness in training Magi and their ruinous prices.  Still, many Silver Magi earn more than enough to pay off their debts, and many even go on to command their own businesses, fleets or combines.  A Merchant's Guild that does not keep at least one Silver Magi on staff is sure to lose out to those that do.  That being said, Silver Magi are not well-loved by commoners for they have a reputation for being heartless money-grubbers.  The Nobility also generally aren't big fans of them, as the wealth of some of the merchant-princes threatens to eclipse that of even the Great Houses.  

Iron represents Blood, Law, War and Wild Beasts.  Iron Magi have the ability to tear men apart with their bare hands or reduce crowds of attacks to chunks of bloody meat with a shouted word.  They are killers and mercenaries, warlords and wild-men stalking the wild.  In times of strife, Iron Magi are revered by soldiers and utilized to tear apart enemy armies and assassinate rival princes.  However, as soon as the war ends, Iron Magi find themselves treated with cold respect.  The more generous ones retreat to the wilderness or frontier, or accept a well-paid position somewhere politically inconvenient and very far from anywhere relevant.  The less gentle ones become bandits and criminals, using their bloody skills to amass wealth and power.  Iron Magi are feared by all, but are very convenient friends to have.  Plus, while the Nobility do fear them, they fear what would happen if they tried to purge the Irons more.  

Pewter represents the Earth, the People, Cities and Industry.  Pewter Magi can manipulate stone and metal, as well as altering people's perceptions and feelings.  They are known for their ability to construct buildings without a single tool and repair damaged objects with a wave of their hand.  Despite this, or perhaps because of it, Pewter Magi are celebrated as heroes wherever they go, friends of the common man and threats to corrupt officials and tyrants.  If Golden Magi are beloved, Pewter Magi are basically worshiped by the common people.  They are similarly feared by the Nobility, as they tend to not be fans of the ruling dynasty, even when things are going well.  And when things go poorly, many a peasant revolt has been headed up or aided by Pewter Magi.  

Mercury represents Transformation, Longevity, Knowledge and Chaos.  Mercury Magi, also called Mercury Mages or Mercurians, command the strange power to transform themselves into beasts or other strange forms, as well as to transform one substance into another.  They also possess the ability to spy on enemies from far away, steal knowledge and trigger disruptions that can cause everything from bad luck to disease to natural disasters.  Mercury Magi are the rarest of their kind, known for their research into the far reaches of accumulated knowledge, as well as their bizarre and often dangerous experiments.  According to the stories about them, most are interested in two primary abilities, the ability turn non-precious metals into gold and the ability to extend life or grant immortality.  For this reason, they are often courted by kings and Emperors for their unique knowledge, while the common people fear them.  Despite the fact that they are often greatly favored by the powerful, Mercury Magi are rarely content to be a monarch's caged mage and often abandon such a lucrative post to pursue their own agendas.  Their reputation for being capricious, mysterious and paranoid is well-earned.  Despite this, however, no one powerful will turn away a Mercury Magi, if only for what they might know.  

The main problem with the Yi'fan's theory of magic is that it is tied to their Theory of Metallurgy, which makes it unwieldly and impractical.  The Theory is so prized and central to their culture that though it is not a religious text, it's tenets have taken on a sacred aspect, especially among the upper classes.  As such, scholars and Magi alike contort their logic and stretch definitions to categorize them under one metal or the other.  This leads to many highly passionate and ferocious debates over spells that cannot neatly fit into one of the Primes.

For example, most would argue transformation spells fall solidly under Mercury, as it the school that commands the power of transformation.  However, Iron also has power over wild beasts, so what would a spell that transforms someone into a wild beast fall under?  Similarly, what about a spell that tears apart a large stone and hurls out a shower of stones at high speed?  Is that Pewter, because it manipulates the Earth, or Iron, because it is primarily used for violence?  

Or what about a simple spell to conjure fire?  Most would argue that falls under Gold, as the Sun is often associated with fire, but what if you accept the notion that fire is just air moving rapidly?  Wouldn't that make that conjured flame fall under Silver instead?  And as these definitions are not just academic, but tied closely to religious and political convictions, the debates tend to quickly devolve into shouting, brawling and petitioning the government to ban your academic or philosophical rivals as seditious rebels.

by muju

Tuesday, March 5, 2024

OSR: Power Armor

This is my new rules for Power Armor.  Good for your Sci-Fi setting of choice, or with a bit of refluffing, could easily be reworked into rules for Mecha or fantasy power armor.

artist unknown, from here
Power Armor:

There are cultures out there who value honor and fairness when they wage war, preferring to keep their conflicts civil and polite as possible.  Some even make war a ritual, engaging in almost ceremonial battles where only the warrior class battles, or where leaders are taken hostage and ransomed back for great sums.  

This weapon system did not originate from such a culture.  Powered Armor is the ultimate unequalizer.  It is constructed of the hardest possible materials to grant the wearer the maximum protection while it's internal servos grant that wearer enhanced speed and strength, allowing them to move just as fast in their armor, if not faster, while also allowing them to carry even more war-gear than normal.  It is designed by the same sort of mind that would use close-air support, napalm and miniguns to slaughter a peasant militia armed with antiquated guns and knives.  It is the supreme statement that you believe war is a game and one you intend to win, no matter the cost.

Base Abilities:

All Power Armor begins with these base traits-

Hermetically Sealed: Unless severely damaged, Power Armor is equipped with sufficient countermeasures to protect the wearer against all but the most virulent poisons, toxins and other dangers present in the environment.

Life Support: All Power Armor, unless modified otherwise, contains it's own air supply and life support systems.  It can protect the wearer from environmental troubles such as extreme temperatures or even the vacuum of space.    

Rules for Use:

All types of Power Armor have a number of Daily Uses.  Depending on quality, these can vary in number.  When a suit of Power Armor is activated and utilized, this counts as 1 Use.  It can then be used for 1 hour or until the wearer chooses to deactivate it.  After a suit's Daily Uses have been expended, it can be used for 12 hours as it must recharge.  Hooking a suit of Power Armor up to a sufficiently potent power source such as a fusion reactor or a battery meant to store the city's reserve power may be able to grant extra uses, but could also damage the suit.  

All Power Armor comes with a number of Attachment Slots.  These are places where Attachments can be strapped.  Each Attachment, unless marked with a specific number; (2), (3); takes up 1 Attachment slots.  A set of Power Armor cannot have it's Attachments exceed it's Attachment Slots or otherwise it will be unable to function.  

All Power Armor comes with in-built Attribute Bonuses.  If you are wearing a suit of Power Armor and the Armor's Attribute is higher than yours, use that for the purposes of rolling an ability check or save.  Ex: If you have a STR of 13(+1) and your Armor has a STR of 16(+2), use the Armor's STR score instead of yours.   

Put on the Suit:

To customize a suit of Power Armor, consult the tables below.   

Quality Level:

- Low.  Base FS +6, DR 1.  Usable 1/Day.  4 Attachment Slots.  STR 16, DEX 13, CON 17.
- Moderate.  Base FS +7, DR 1.  Usable 1/Day.  5 Attachment Slots.  STR 17, DEX 15, CON 18.  
- High.  Base FS +8, DR 2.  Usable 2/Day.  6 Attachment Slots.  STR 18, DEX 16, CON 19.
- Legendary.  Base FS +10, DR 2.  Usable 3/Day.  7 Attachment Slots.  STR 19, DEX 18, CON 19.

Attachments:

- Shield Generators (2).  Boost your Armor's DR by +1.  
- Grapple.  Allow you to fire a hook that sticks to solid surfaces and allows you to climb more easily.  Also can be used to grap objects or creatures and pull them closer.  
- Jump-Jets (2).  Thrusters that allow you to jump up to [10*STR Score] into the air and move up to the same distance horizontally.  In zero gravity, can be used as a clumsy jetpack.    
- Magnetic Grip.  Modifications that increase the suit's maglocks, allowing it to cling to metallic surfaces and stick metal objects to itself.  You get advantage on any roll made to cling to a metallic surface or object, or to grapple a creature clad in metal (armor, cybernetics, etc).    
- Scanner.  All Armors have built-in sensors, but this is a sensory device that would ordinarily be mounted on a capital ship.  You can learn 1d6 facts about anything you can see if you take an action to scan it.  You also have a 50% of detecting ambushes and surprise attacks before they happen.
- Radar.  A powerful radar that allows the sensing of objects and movement from a far distance.  You cannot be surprised by creatures not using anti-radar countermeasures.      
- Satellite Uplink (2).  Want to talk to someone anywhere on this hemisphere or in orbit?  Now you can.  This attachment allows communication with anyone with a radio or similar communication device on this side of the planet you're on or in orbit.   
- Active Camo (2).  An attachment that allows you to change the coloration of your Armor so that it blends into the background.  Grants advantage on any stealth rolls, provided you aren't doing something that would immediately break stealth, like firing a dozen guns or lighting yourself on fire.    
- Auto-Repair System (3).  Devices that when installed in a set of Armor allows it to repair itself.  When activated, this attachment allows you to regain 1 FS per round, but each time it is activated, it lowers the amount of time the Armor can function by 10 minutes, such is it's demand for power.      
- Guardian Angel.  A "dumb" AI, installed in the Armor.  Can assist in targeting, monitor sensor suites, calculate probabilities and make predictive models, as well as do anything a digital assistant could do.  
- Water Reclaimer.  A device that allows you to recycle your own water and reclaim some from the atmosphere.  It can produce enough water to provide for one person or if there is any water available in the atmosphere, anywhere from 2 to 10 people, depending on the available moisture.   
- Food Synthizer (2).  A device that allows you to synthesize food from avaible organic matter.  Requires existing organic material.  Can produce rations that feed 1 person for 1 day.  It takes 10 minutes to make one of these rations.  They also aren't very good and though they provide enough nutrition to live on, their taste leaves much to be desired.  
- Greatshield.  A slab of metal torn from a battle-cruiser with it's own built-in shield generators.  Boost DR by +1, FS by +2 and can 1/Round be used to reduce the damage one attack does by 1d12.  Can also be shattered to reduce the damage by 12.  

Weapons:

- Wrist Blades.  Do 1d6+Atk+STR damage.  Concealable, hidden inside your gauntlets until you let them out.  When you have no other weapons, these ones will not fail.  
- Flamethrower.  Does 3d6 damage, save for half.  On a failed save, creatures are set on fire and take 1d6 damage a round until they take an action to extinguish the flames.  
- Rocket Launcher (2).  Varies depending on ammunition type.  See below.    
- Grenade Launcher.  Varies depending on ammunition type.  See below.  
- Machine Gun (2).  Does 1d12+1 damage, enemies get a save vs firearm.  Reloads on a 13+.  Can fire on full auto and does 1d12+8 damage, but must be reloaded after.    
- Assault Rifle.  Does 1d10+1 damage, enemies get a save vs firearm.  Reloads on an 11+.
- Striker Gauntlet. A thick gauntlet that allows you to more efficiently crush anything you grab.  Do 1d8+Atk+STR damage and gives you advantage on any STR check made against something weaker than yourself, or to destroy something with a fist clad in a Striker.   
- Arc Blade (2). A sizzling blade of pure destructive power.  Cuts through anything short of an energy field or a personal shield.  Does 1d12+Atk damage.    
- Rail Rifle. An incredibly powerful gun that fires magnetically accelerated projectiles.  It ignores armor when dealing with armored targets.  On a hit it does 3d6 damage, but must be reloaded after each shot.  
- Thunder Hammer. Want to wield the Hammer of Thor?  This is your best option.  It does 1d10+STR+Atk damage on a hit.
- Painkiller. A rotating series of metal blades that spin like a propeller and reduce living creatures to a fine red paste.  Does 1d10 damage on a hit and an additional 1d6 damage per round a creature remains in contact with the blades.  
- SRAMP Gun or S-Ramp. A futuristic blunderbuss, this gun is equipped with an autoforge and can manufacture it's own ammo on the fly, as long as it is fed solid material.  Metal is preferred, but it can also turn concrete, stone, dirt or even bone into a blizzard of projectiles.  Does 1d12 damage if fed with metal, 1d10 if fed with stone, brick or concrete, 1d8 if fed with wood or 1d6 if fed with dirt or organic material.  Enemies get a save to halve the damage.      

Ammunition Types:

Unless stated otherwise, Grenades affect a circular area with a diameter of 30'.  Rockets affect a circular area of 50'.  

1d8
1- Fragmentation.  Explode, spraying chunks of razor sharp metal everywhere.  Effective against infantry.  Grenades do 3d6, Rockets 4d6, save for half.  If a creature has a shield or decent armor, he has advantage on his save.  
2- Incendiary.  This type sprays flammable liquid everywhere.  Welcome to 'Nam.  Grenades do 2d6, Rockets 3d6, save for half.  On a failed save, creatures are also caught on fire and take 1d6 fire damage a round until they take an action to extinguish the fire.        
3- Freeze.  Using a network of rapidly firing lasers, this grenade slows the movement of local particles, causing the affected area's temperature to plunge.  Does 2d6 ice damage, save for half.  On a failed save, creatures are also covered by a thin layer of ice that they need to break out of before they can move.  Machines hit by a Freeze Grenade also have a chance of malfunctioning, if a creature is operating a machine vulnerable to the cold, that creature must make a CHA save.  On a failed save, the machine malfunctions until it is warmed up.  Machines automatically malfunction if they are directly hit and covered with ice.  
4- Neutron.  These bombs unleash waves of deadly radiation that leaves non-organic material undamaged but kills living creatures, leaving undamaged ghost towns littered with unmarked corpses.  Grenades do 5d6, Rockets do 6d6, save for half.  The affected area for Grenades is a circle with a diameter of 100', and for a Rocket it is a circle of 300'.  Wearing anti-radiation gear will protect you, but not being there is much better.
5- Overload/EMP.  Bombs designed in case the AI decide they don't need to listen to us.  Miniaturized EMP devices designed to melt computers, fry robots and blast the enemy back to the iron age.  Does no damage to organic material, but non-hardened electronics must save or die (use the user's save).  Hardened electronics have advantage on their save.  Additionally, some types of electronics might be immune by design or have active countermeasures that must be disabled first.  Grenades affect a circular area of 100', while Rockets affect a circular area of 300-500'.
6- Anti-Armor.  Grenades designed to rip through thick armor and turn tanks and armored vehicles into blazing coffins.  Do double damage if detonated close to armored targets.  Grenades do 2d6, Rockets do 3d6, save for half.  Against un- or lightly armored targets, no bonus damage.  
7- Chemical.  Loaded with horrible toxins, these bombs flood the affected area with toxic gas.  This one is loaded with 1d4 [1= Nerve Agent, all non-shielded creatures must immediately save or die; 2= Mustard gas, non-shielded organics take 2d6 damage, save for half, then 1d6 acid damage a round until they leave the cloud; 3= Chlorine gas, all creatures within the cloud take 1d4 CON damage a round.  If reduced to 0 CON, they fall unconscious and X turns later, where X is their CON modifier, choke to death and die; 4= Hallucinogenic gas, all organic creatures within the gas cloud start hallucinating and will continue to do so for 1d4 hours.]       
8- Virus.  These are biological agent deliver systems.  All creatures in the affected area must save or be infected.  Those infected will be affected by the disease.  These warheads are loaded with 1d6 [1= Cap'n Cough, a horribly infectious influenza strain that infects quickly and kills rapidly; 2= Seoul Ebola, a terrifying and lethal disease that spreads only through infected fluids, but is fairly non-infectious; 3= Flayer, a modified leprosy strain that infects quickly and works fast, causing the flesh to peel from flesh in real time- an absolutely ghastly way to die, but easily treated if given decent medical care; 4= Rabies, it makes you afraid of water, drives you crazy and makes you violent, followed shortly by death.  Even the best medicine can only slighly raise your chances above certain death; 5= Tuberculosis, makes you cough, strips of your strength, you cough up blood, then you die.  Spread through close contact and infected fluids, sprayed by those coughs; 6= Giggling, a disease of the mind, induces violent psychosis within 3d6 hours of those infected.  Makes the infected relentlessly violent and horny.  Spread by infected bloods, including blood and semen.  And yes, it's exactly as horrible as you're imaging.        

by Wolfdawgartcorner 
Special Variants:

Predator Model: A model designed for stealth missions.  FS +6, DR 1, STR 13, DEX 17, CON 15, Usable 3/Day.  Comes equipped with active camoflague, an advanced hacking suite, noise dampeners and special gripper gloves that can adhere to any mostly-flat surface.  Grants advantage on all checks made to sneak, hide and hack into systems.  The gripper gloves also grant the ability to effortlessly climb any surface that is not deliberately made slippery, such as with grease, water or an energy shield.      

Terminator Pattern: A model designed for the most dangerous of combat situations.  FS +10, DR 4, STR 18, DEX 16, CON 18, Usable 2/Day.  Comes equipped with a Flamethrower, Striker Gauntlet, Machine Gun, and a Rocket Launcher with 4 warheads.  Also equipped with a Teleporter that allows it to teleport as a free action, but this cuts the amount of time it can be used by 10 minutes. 

Starshell: A model designed for void-battles, boarding actions and built to survive atmospheric re-entry.  FS +8, DR 3, STR 15, DEX 18, CON 16, Usable 2/Day.  Comes equipped with a Rocket Launcher and six warheads, a Grenade Launcher and 12 grenades, Jump Jets, SRAMP Gun, an Assault Rifle and a Wrist Blade.  In Zero-G, the Starshell can fly as fast as a Starfighter and usually carries Anti-Armor warheads to shoot down enemy fighters and Starshells, or to punch holes in capital ship armor in Void Actions.  Also, grants immunity to fire damage at full health and Resistance at all other times.  Note that your immunity to fire damage still won't protect you from a capital ship's laser weapons or the nuclear fire of a star though.   

by BiagioDAlessandro

"Fuck it, we ball."

Sunday, February 25, 2024

OSR: Vampire Class 2.0

A long time ago, I made a playable Vampire class.  I was very proud of it at the time, but it hasn't aged well.  This is a new version, much improved.  

“Nightwalking men always have a hunger on them [...] They never stop taking and they don't know about enough. They mortgaged their souls away and now they eat and eat and never know how to stop.”

- Grady Hendrix, The Southern Book Club's Guide to Slaying Vampires

Vampire:
Starting HP: 1/3 Con
Fighting Spirit: +2 FS per Vampire level
Atk Modifier: +1 per level (max +5)
Starting Equipment: Casual clothes, coat, vial or bag of blood, dark glasses, false wax teeth (to hide your fangs), club or dagger

1:
Sanguine Thirst, Bite, Blood Points, Degeneration
2: 
Sensory Enhancement, Predator's Stare, Sunlight Sensitivity 
3: 
Regeneration, Blood Resonance
4: 
Preternatural Speed, Sunlight Vulnerability
5: 
Inhuman Strength
6: 
Cessation of Concern, Coffin Home, Immortal Heart
7: 
The Long March, Prince of the Dark
8: 
Banquet of Blood, Injury Unmade, Perpetual Sleep
9:
Undying Thirst

1:

Sanguine Thirst: You hunger for Blood.  You gain the Conviction, "I thirst for blood."  Whenever you are presented with an opportunity to consume blood, you must successfully save to resist.  Each day you go without drinking blood, you gain a -1 penalty to your save.  If this penalty ever equals or exceeds your COG score, you automatically fail.  If you still haven't drank any blood, you fall into a coma.  You will remain in this coma for X days, where X is your CON modifier.  Should you receive no blood within that time, you die.  

Bite: You grow a quartet of fangs, two on the upper jaw and two on the lower.  These fangs grant you a Bite Attack that does 1d6 damage and allows you to drain blood from a creature.  However, because of their vulnerable place, you make Bite attacks at disadvantage except against opponents who are restrained, grappled or otherwise helpless.  

Blood Points: Whenever you consume blood, you can drain 1 HD per round.  If you reduce a creature to 0 HD using this method, it dies.  When drinking blood, you must make a saving throw to break off and stop.  When you consume blood, you gain +X Blood Points, or BP, where X is the amount of HD you drained from a creature.  You can spend Blood Points to assuage your Thirst for the day, as consuming a blood point counts the same as drinking blood.  You can store a number of BP equal to your CON score.  

Degeneration: Vampirism is a progressive disease.  If you don't exercise discipline, it can ruin you entirely.  Depending on your background or whatever you did before becoming a Vampire, you start with a number of Corruption Counters (CC).  See the Soul Purity table below for your starting amount of CC.  Whenever you lose control of your thirst and lash out as a result of 'Sanguine Thirst', consume blood sufficient to equal twice your total BP capacity, or do something sufficiently heinous (Referee's Discretion applies), you gain 1d3 Corruption Counters.  These cause effects based on the Vampiric Corruption table (see below).  


2:

Sensory Enhancement: By spending 1 BP, you can enhance one of your senses, gaining advantage on any checks or saves based on that sense for 1 minute.  However, if exposed to a powerful stimulus that affects an enhanced sense, you must save or be stunned.  

Predator's Stare: You can make your eyes change into Hunter's Eyes as a free action.  If you meet the eyes of a human or another creature that Vampires preyed on extensively in the past, that creature must save or be frightened of you.  Creature frightened this way lose their next action as they freeze- an involuntary fear response to facing a predator.  Creatures that pass their saves may act as normal.

Sunlight Sensitivity: Your skin and eyes become sensitive to direct sunlight.  You have disadvantage on all checks and saves made in direct sunlight.  

3:

Regeneration: By spending Blood Points, you can heal from injuries.  As an action, you can spend BP to heal 1d4 HP per BP spent.  You can also use BP to repair Horrible Wounds.  For each BP spent, you can reduce a Horrible Wound by 1.  

Blood Resonance: The blood of mortals is tinged with the emotions and feelings of the state they were in prior to feeding.  

Mortals that were angry or enraged have blood filled with vigor, for one hour after feeding off them you gain +1 to STR checks and saves, as well as to Atk and Damage rolls.

Mortals who were sad or miserable have blood filled with shadow and sorrow, for one hour after feeding on them you gain +2 to DEX checks and saves, as well to attempts to sneak and hide.

Mortals who were excited, aroused or happy have blood filled with light and warmth, for one hour after feeding on them you gain +3 to CHA checks and saves, as well as to rolls made to seduce, charm or flatter.  

4:

Preternatural Speed: You can move at unnatural speed.  By spending BP, you can accelerate your natural rate of movement.  For each BP spent, you add +X to DEX checks and saves, Defense rolls and Pursuit rolls.

Sunlight Vulnerability: Sunlight sears your flesh.  Each round you begin in direct sunlight you take 1d6 radiant damage.  

5:

Supernatural Strength: You can enhance your strength.  For each BP spent, you add +1 to STR checks and saves, Attack and Damage rolls.  

Scion of the Dark: You are recognized by other creatures of darkness as one of them.  Undead, Ghosts and other things that prowl the shadows will treat you as an ally unless you prove otherwise.  

6: 

Cessation of Concern: Your mortal body's needs diminish.  If you spend a Blood Point, you do not need to eat or drink.  

Coffin Home: If you need to, you can willingly slip into a torpor like state where your consumption of blood is extremely slow.  While in this hibernation state, you consume 1 BP every 3+CON score months.  You can be awakened from this state by fresh blood- otherwise you will wake when your supply of BP is down to less than your COG modifier.  

Immortal Heart: If your heart is pierced or has something driven through it, as long as that obstruction remains, you will fall into the torpor-like state as described in "Coffin Home".  When your heart is pierced, you consume blood at a rate of four times more slowly than you would if you had entered that state of torpor willingly.  However, unless the object piercing your heart is removed, you cannot reawaken.    

7: 

The Long March: You become a true Undead.  You no longer need food, water, sleep or air.  You do not age and cannot age.  You become immune to cold, necrotic and poison damage.  You no longer need anything but blood to sustain yourself.  

Prince of the Dark: When faced with creatures of Darkness, such as Undead, Ghosts, or other creatures given over to the Powers of Darkness (Referee's Discretion applies) you can attempt to charm such creatures as an action.  Such creatures, if they do not already serve a dark master and fail a save, will recognize your power and accept you as their new Lord.  Charmed creatures will be loyal to you, though they will not accept suicidal or commands they believe to be foolish, unless you can phrase them intelligently, and will remain your servants as long as they aren't abused or endangered too much.  You can have a number of Charmed servants equal to 2*Level in HD.  

Each time you do something that negatively affects your servants in a way that isn't unavoidable or inevitable, they get a new save.  On a successful save, they realize they're getting a bad deal and might either desert you or remain as secret traitors, waiting for an opportunity to stab you in the back.    

8: 

Banquet of Blood: You can now have up to 2*CON score BP stored with you.

Injury Unmade: Your Regeneration now heals 1d6 HP per BP spent.  You can also heal Horrible Wounds by 1d4 per BP spent.  

Perpetual Sleep: If you fall into a torpor like state due to lack of blood, see "Coffin Home", you can remain in that hibernation state indefinitely with no negative consequences.  You will still consume blood while in this state, but it will be much slower.  As such, you will always awake with 1 BP, regardless of the amount of time that has passed.

9:

Undying Thirst: You gain a Specific Death Condition.  Unless destroyed via immolation by sunlight or by one of the conditions below, you will not die.  Roll 1d6 to determine the only other way you can be killed.  If you receive a result that would kill another character, you instead fall into a death-like state that is seemingly identical to death.  You, however, can be revived by a drop of fresh blood, which will cause you to reanimate at 1 HP with no Horrible Wounds.  However, after being revived, you will have disadvantage on all rolls and have all your ability scores reduced by half.  Only time and consumption of blood will enable you to recover your full strength.    

Besides through sunlight, you can only be killed by...

1d6
1- Staking you through the heart, ripping out your fangs, then burying you in a silver-lined coffin.  
2- Removing the head, removing your heart and stuffing your neck-stump with garlic and thyme.  
3- Cutting your body into four pieces, burning it to ash and scattering those ashes at a crossroads.
4- Crucifying you and draining you of all your blood, then once you stop moving, casting you into a mighty river.
5- Impaling you with a stake made from a hawthorn tree and burying your corpse in holy ground.
6- Cutting you down with a holy weapon and having a virtuous soul sacrifice themselves by burning themselves alive on a pyre with your corpse.  

Some Notes on Vampires:

Vampirism is a sexually transmitted disease.  You can catch Vampirism by having sex with a Vampire or exchanging bodily fluids with one.  Letting a Vampire drink your blood straight from the source is also a good way to catch the disease.  Health conscious or non-selfish Vampires will have their food sources bleed into goblets or vessels and then drink from those.  

Vampires can see their reflections in mirrors, unless those mirrors are silver.  Most mirrors in the 21st century are not made using silver, so they work on Vampires just fine.  

Vampires are not repelled by garlic, they just hate strong smells and pungent odors.  Vampires love eating garlic in front of people to scare the crap out of them.  

Vampires aren't inherently evil.  But becoming a Vampire is often the result of evil actions.  Additionally, as Vampires can live for a very long time, spending decades or centuries seeing other humans as food will definitely warp your sense of morality over time.  That being said, the transition from human to Vampire depends on the condition of the afflicted's soul.  See below.  

Vampires have to eat and drink and do everything humans when they are young, but as they age they lose their other needs until they require only blood.

by Manzanedo
Vampire Progression:

Vampires usually develop their abilities over long periods of time.  

However, not all Vampires can survive long-term.  The oldest Vampires call themselves the Purebloods, but this is a bit of a bitter joke on their part.  The truth is that Vampirism is a disease that does not target the body, but the soul.

Over time, depending on a Vampire's behavior, he can slowly erode his soul until he degenerates into a mindless beast called a Strigoi.  Strigoi are like Vampires, but they have lost all reasoning functions.  They are essentially animals, little smarter than dogs.  As such, Strigoi can vary in strength as they still possess the abilities they did when a Vampire, but lack the intelligence to use them as effectively, relying instead on muscle memory and brute instinct.  They also cannot use the Kindred Arts, if they knew how before they degenerated into a Strigoi. 

Strigoi tend to not survive very long once they are created through the degeneration of a Vampire, as their only drive is to feed and survive.  As such, it is very easy to trick them with a trap that a Vampire would never fall for, or for them to pursue prey into a situation that they cannot survive.  Even if neither of those scenarios occur, a Strigoi can still starve to death if it ends up trapped in a place it cannot easily escape without blood.  

While most Vampires are disturbed by Strigoi, some choose to make use of them.  If you know how, Strigoi are easily tamed and controlled by a more powerful Vampire.  As they are incredibly limited, Strigoi do grow stronger over time like Vampires, but it takes them much longer.  

Additionally, after a sufficient amount of time, a Strigoi will accept a Vampire's leadership as natural and inevitable and remain loyal, even if the Strigoi one day becomes as powerful as the Vampire.  And even should the Strigoi rebel, a Vampire has countless other options that a Strigoi simply does not, as while a Strigoi can be strong and fast and tough to kill, a Vampire is so much more than a beefy predator. 

Consult the tables below to see how you a Vampire degenerates and the effects it has on you.


by PhuThieu1989
Vampire Society:

Vampires don't call themselves Vampires- they referred to themselves as the Kin, the Kindred, the Embraced or the Gentle Beasts.  

Vampire Society is composed of Clans.  Each Clan is an authoritarian structure where elder Vampires reign over younger Vampires.  Clans vary in internal structure and ideology, and each impose different rules or restrictions on their members.  Generally, Clans also hoard magical secrets and dole them out to loyal members to keep them loyal.  However, generally Clans maintain a territory where they have dominion and maintain a stable of creatures, usually humans, that they keep for food.  These humans are technically part of the Clan as well, though whether they are property or lesser members depends on the Clan.

Vampires lose their ability to change and adapt as they age.  Younger Vampires have the same capacity as humans, while older ones find their minds gradually stiffening until they find themselves faced with an alien world that no longer aligns with the notions they believed and cherished while alive.  In time, this causes them to become alienated entirely from human society, until they can barely pass as anything other than a predator wearing a mask.  

This is most evident in the Ancients, the oldest living Vampires.  Some of these beings have been alive for centuries and barely acknowledge the changes that have engulfed the human world.  They distrust modern technology, don't understand contemporary culture and some are even dismissive of modern weaponry, as they remember a time when guns were crude and humans little more than scared rabbits running from the Kindred Wolves.  

Most Clans are not run by the Ancients, but by relatively young Vampires who were Embraced less than a century ago.  These Mature Vampires, or Midbloods (as they hate to be called), are still capable of interfacing with human society and technology, albeit not as well as younger Vamps.  These are the Vampires who puppeteer human endeavors, from corporations to crime families.  The Ancients have their own organizations that stretch back to antiquity in some cases.  The Mature, Fledglings and Newborns all fear the Ancients and the secret societies, cults and shadow governments that have persisted to the modern day.  

Vampire Ranking:

- Newborn: From 0 days to 1 year.
- Fledgling: From 1 year to 5 years.  
- Neophyte:  From 5 to 10 years.  
- Seasoned: From 10 to 30 years.  
- Mature: From 30 to 70 years.  
- Elder: From 70 to 150 years.  
- Ancient: From 150 years or up.       

Blood Arts:

The Blood Arts, also called the Kindred Arts, the Aristocratic Gift or Blood Magic for the crude is a method of casting magic for Vampires.  It does not come naturally as a result of being a Vampire, but must be learned.  These are mostly the purview of older Noble Vampires, who have had decades or centuries to master their powers and learn the limits of the Dark Kiss.  

How it works: A Vampire can spend BP like MD.  Each BP counts as 1 MD for the purpose of casting spells.  However, BP are always lost when used to cast magic.  Vampires can trigger Chaos or Corruption on Doubles or Triples respectively, but they cannot trigger Doom.  They are already damned, after all.  

Additionally, not all Vampire Nobles know all or even most of these arts, unless they are self-taught.  Many of the Blood Arts are the specific purview of specific Vampire lineages or Clans, who hoard their power and only share it with their own members.  That being said, these Arts are not tied to any specific clan and can be learned by those from outside.  It's just that those who are within a clan can benefit from all of the clan's knowledge including their years of testing, research and other theorizing on the use and applications of the Art.  
    
Random Blood Art:
1d20
1- Addictive Fluids: See below
2- Baptism of Blood: See below 
3- Beguiling Stare: As Charm Person
4- Blood Mastery: See below
5- Command the Unclean: See below
6- Create Servant: As Create Servant
7- Darkness: See below 
8- Enslave Undead: As Enslave Undead
9- Essence Rays: See below
10- Ethereal Beauty: See below
11- Face Dancer: See below
12- Freezing Touch: See below
13- Gaseous Form: See below
14- Hypnotic Eyes: As Hypnotic Laser
15- Invisibility: As Invisibility
16- Lordly Presence: As Baleful Charm
17- Pass without Trace: See below
18- Shadow Gate: See below
19- Spider Climb: As Spider Climb
20- Wild Shape: As Wild Shape

New Spells:

Addictive Fluids
----------------------------------------------
R: touch T: creature D: [dice] hours

One creature's bodily fluids gain a mild anesthetic effect.  Creatures exposed to them take -[dice] damage from non-magical sources as their sense of pain is dulled.  

For each [dice] past the first, select one of the options below:
- The affected creature's bodily fluids gain a soporific effect.  Creatures exposed to them must save or enter a euphoric state.  This halves their movement and causes them to act last in initiative.
- The affected creature's bodily fluids gain a hallucinogenic effect.  Creatures exposed to them must save or suffer hallucinations for [dice] hours.  Unless the creature exposed to the fluids is scared or distressed, these hallucinations are pleasant and cheerful, especially if paired with a soporific effect.  
- The affected creature's bodily fluids gain a anti-coagulant effect.  Creatures exposed to them take 1d4 damage for 1d4 rounds after taking damage from sharp weapons.  Healing magic immediately ends this effect.   

Baptism of Blood
----------------------------------------------------
R: 10' T: creature D: special

One creature within range must save.  On a failed save, the creature falls under your control and becomes your servant.  If a creature has drunk your blood within the last hour, it makes the save at disadvantage.  While a creature is your servant, it will obey any order no matter how dangerous or insensible.  Additionally, as a free action on your turn, you can look through your servant's eyes and see and feel everything your servant is.  

However, maintaining this hold costs you.  For each day you maintain control of your servant, you must spend 1 BP.  If you fail to spend this amount, your hold over your servant breaks and it is free to do as it wishes.    

Blood Mastery
------------------------------------------------------------------
R: 30' T: [dice] sources of blood D: 2[dice] rounds

You gain command over [dice] sources of blood.  These can be anything from a creature that has open wounds to a pool of blood.  You can manipulate this blood, causing it to take the form of your choice.  A construct's form can be anything, from a horse to sword.  You can then direct these constructs of blood to act on your turn as a free action for the duration.  After the duration ends they transform back into harmless showers of blood.  

If you take blood from a creature, that creature must be below full HP or have an opening through which blood could exit (Referee's Discretion).  Drawing blood from a creature causes it to take [dice] damage.

Blood constructs each have HP equal to [sum] divided as the Wizard chooses among them.  All constructs must have at least 1 HP.  Constructs have Atk modifiers equal to +[dice] and do 1d6+[dice] damage on a hit.  Their Defense rolls are equal to their attack rolls.  Blood constructs can also revert to liquid form, but can still move while in this form.     

Command the Unclean
‐------‐‐-------------------------------------------------------------------------
R: 100'          T: space within range.  D: [sum] minutes

You can summon [sum] HD worth of bats, rats, spiders, wolves or any corrupted creatures that you know of in the area (Referee's Discretion applies).  For creatures that are individually less than 1 HD, you summon a Swarm instead.  These creatures appear within a space you designate.  For the duration, these creatures obey your orders and act on your turn.  They will not obey any order that is suicidal or nonsensical.  After the duration ends they are free to act as they wish.  

Darkness
----------------------------------------------------------------
R: 10*[dice]'    T: All the area within range    D: [sum] minutes

A cloud of thick darkness forms within range of the spell, emanating out from the caster.  This darkness is inky and impenetrable.  Dark-piercing sight cannot see through it.  All sources of light within the darkness are suppressed and masked until the darkness is dispelled or the source of light leaves it.  All light spells within this cloud automatically fail, unless they are cast with more [dice] than the caster of this spell used.

This spell cannot be used in natural sunlight.  If cast in a sunlit area, the darkness sizzles away like butter on a hot skillet. 

Essence Rays
----------------------------------------------------------------
R: 100' T: creature or object D: one action

You fire two jets of pressurized fluid out of your eyes.  These high-powered jets do 1/2[sum] damage, save for half, to anything they hit.  You can target up to two creatures or objects with this spell.  

Ethereal Beauty
----------------------------------------------------------------
R: touch T: creature D: [dice] minutes

One creature you touch gains the appearance of impossible beauty.  Creatures that are capable of recognizing beauty (creatures with souls or not from an alien universe) must save to take any hostile action against such the target of the spell.  Those who fail their save will want to just stare in awe, profess their love or furiously attempt to rationalize their feelings.  Creatures who are attracted to others of the race and sex of the affected creature have disadvantage on their save, while if they were attracted to the affected creature personally, they also take a -[sum] penalty to their saves.  Creatures have advantage on their saves if the affected creature has already taken a hostile action against them.    

Face Dancer
---------------------------------------------------------
R: self        T: self            D: [dice] hours

You can change your face to look like a more beautiful version of your own, like the face of someone familiar to you, or something else entirely.  This change lasts for the duration or until you dismiss it.  This only changes your face, the rest of your body will still remain the same in appearance. 

Freezing Touch
-----------------------------------------------------------------
R: touch T: creature D: one action

One creature you touch takes 1d6+[dice] ice damage and 2[dice] STR damage.  If this damage reduces a creature's STR by 1/4, it immobilizes one of the creature's limbs for [dice] minutes.  If this damage reduces a creature's STR by 1/2, it immobilizes 2 limbs.  If it reduces a creature's STR by 3/4, it immobilizes three limbs.  If it reduces a creature's STR to 0, it immobilizes the creature entirely for [dice] minutes.

Pass Without Trace
------------------------------------------------------------
R: touch    T: [dice] creatures    D: [dice] hours

[dice] creatures you touch receive a bonus to their stealth.  If cast with 1 [dice], the affected creatures do not leave footprints or any sign they were in an area.  At 2 [dice], they receive a bonus of +[dice] to their stealth rolls and to checks made to avoid being spotted or detected.  At 3 [dice], they are invisible to any creatures more than 30' from them.  At 4 [dice], they cannot be detected by divination magic for the duration.  

Shadow Gate
------------------------------------------------------------------
R: touch T: A created Shadow Gate D: one action

You create a circle of power on a flat surface within range.  By touching this circle, you can cause it to become a portal that connects to any other circles of power you have created within range.  Depending on the amount of [dice] used to create it, the range of a circle of power can vary.  

With 1 [dice], it can connect to another circle within a building.  With 2 [dice], it can connect to any circle you have established within a small town or neighborhood.  With 3 [dice], it can connect to any other circle you have established within a city.  With 4 or more [dice], it can connect to any circle you have established within 2[sum] days of travel of the circle you are currently touching.

Circles of power created by this spell also do not last forever.  A circle created with 1 [dice] lasts for [sum] hours.  A circle created with 2 [dice] lasts [sum] days.  A circle created with 3 [dice] lasts [sum] weeks.  A circle created with 4 or more [dice] is permanent until dismissed by the caster.

by NikitaDmitriev

Tuesday, December 26, 2023

OSR: Psychic Powers

This post is inspired by the work of Red Kangaroo, specifically this post.  

by mashu_003

Basic Rules:

You can gain Psychic Powers through a variety of means (see below).  

When you want to use a Psychic Power, you must roll 1d20 and add the relevant modifier (usually COG).  The Referee will assign a DC.  If you succeed on the roll, you successfully do what you tried to do.  Ex: A creature with telekinesis attempts to open a window with their powers.  The DC for this is 10, as the window is locked and it will require a bit of finesse.  He rolls and gets a 13, so he succeeds.  

You have Mana Dice (MD) equal to your COG+CON modifier.  You can roll these d6s to improve one of your d20 rolls to make your powers work better.  When used, your Mana Dice burn out, but they come back after a long rest.  You must choose to roll these dice when you make a d20 roll to use your powers, you cannot roll them afterward.  Additionally, certain powers will require more MD to be able to affect more people or be more effective.

When you first unlock your Psychic Powers, roll on the table below.  You gain that ability and can use it as an action.  Whenever you achieve a new threshold of Psychic might, roll on the table again and unlock a new random power.  Alternatively, you can choose to empower your existing abilities, gaining a +1 bonus to that specific ability whenever you use it. 

How to get psychic powers?
1d6

1- Unlock them through years of study, practice and meditation.  This will require years of meditation, deprivation, fasting and likely, celibacy.  Safe, but long and hard with no guarantee of success.    
2- Almost die, but don't.  Some speculate that all humans possesses latent psychic abilities.  These people often also speculate that putting yourself in near-death situations can awaken these powers.  They are occasionally right, but just as often they get people killed.  
3- Get attacked by a psychic or have a sufficiently strong psychic use their powers on you, and don't die.  The psychic energy within the minds of other psychics can sometimes kick-start your own psychic abilities, assuming you have the potential to manifest such abilities.  This can be done very slowly and painlessly, or it can be quick, abrupt and dangerous.  Make sure you're not dealing with a maniac before you ask them for this.    
4- Consume certain chemicals, drugs or toxins that raise psychic potential.  Certain chemicals are said to boost or bestow psychic potential and in some cases, this is actually true.  Many of the substances alleged to do this however are often merely powerful hallucinogens or deliriants.    
5- Try to get mutated in a beneficial way.  Risky, for obvious reasons.    
6- Get possessed or make a pact with a Astral creature (totally not a Demon).  Trust me, this one has never back fired.  It's foolproof! 

There are other methods, though they are less common and often have questionable results.  

Where do they come from?
1d6

1- From mutations.  Hang out around enough exotic radiation and you might learn how to shoot lightning with your mind.  Or you might turn into human soup- it's a bit of a crapshoot.  
2- From evolution.  Humanity is evolving into a psychic species.  One day, we'll all be psychic.  This is just a bit of growing pains as we figure it out.  
3- From alien DNA.  Aliens came and modified us with their DNA, granting us these abilities.  My source?  Uh, just trust me bro.
4- From God.  God clearly gave us these powers, as he intended for us to have 'dominion over the Earth'.  If you're of a more pagan persuasion, this could be powers granted by the gods or the magic from our ancestral legends.    
5- From the Devil.  These powers are evil and were given to us to ensnare us and lead us away from the truth!  We must resist the temptation to use them and fight those who use their powers to oppress their fellow man.  
6- Who knows?  It's a mystery, man.  Just don't worry about it.  

How to make them stronger?  
1d6

1- Train with a stronger psychic.  This will require finding and convincing them to train you.  This will likely be hard and annoying and require something dangerous, seemingly pointless or both.  
2- Vision Quest.  Go out into the wilderness and don't eat or drink.  Spend your time focusing your mind.  Live like an Old Testament prophet fleeing his countrymen.  Eventually, Angels or Gods might show up to teach you how to do something cool.  
3- Do certain, highly dangerous drugs.  You know those drugs that can boost or awaken psychic abilities?  Take an irresponsible amount of those and call me in the morning.  
4- Demon Pact.  Sell your soul, baby!  No possible downsides here.  
5- Put yourself in dangerous situations.  In a sufficiently dangerous situation, it is possible to have a Second Awakening, which dramatically boosts your powers.  Of course, this doesn't always works and usually never more than once.  
6- Kill another psychic and eat their power.  This is obviously a very taboo option, but it definitely works.  It's just much easier said than done, especially as you'll either need a bunch of weaker psychics or one that's stronger than you.   

      by Murata Yusuke, from One Punch Man
Random Psychic Powers:

1d20
1- Mind Reading: By reaching out and touching a creature's mind, you can attempt to read a creature's surface thoughts. These are the thoughts that currently maintain the lion share's of the creature's attention. Creatures get a saving throw to resist their minds being read.

2- Mind Control. You can attempt to take a control of a creature's mind and body. The creature must save. If the creature has more HD than MD used, it has advantage on the save. On a failed save, you take control of the creature. You can maintain control of a creature for as long as you maintain concentration. Should you attempt to do anything strenuous, take damage or otherwise become distracted, the creature under your control may attempt to break free by challenging you to a COG contest. On a success, it breaks free. You can release a creature as a free action. Your control is also automatically released if you fall unconscious or die.

3- Sense Emotions: As an action, you can attempt to sense the emotions of a creature with a soul. That creature gets a saving throw to resist. If you are already talking with that creature, you can attempt to use this power as a free action on your turn.  

4- Emotional Projection: As an action, you can attempt to project an emotion onto up to a creature or a group of creatures. Creatures get a save to resist having their emotions strongly influenced. You can invest MD to affect more creatures or increase the effect.  Each MD you spend lets you affect one more individual or another group of creatures, as long as the entire group is before you.  Additionally, for each MD spent, individual creatures get a -[sum] penalty to their saves, while groups get a -[dice] penalty to it's save.    

5- Cast Illusion: You can weave an illusion. This illusion can be anything you imagine, but it cannot make sound or any type of stimuli beyond visual. This illusion lasts until you stop concentrating on it or if you invest MD it lasts for [dice] rounds.

6- Invisibility: As an action, you can turn invisible. You can remain invisible until you take a strenuous action or break concentration. If you spend MD, you can remain invisible for [dice] rounds.  If you spend MD, you remain invisible for as long as you keep spending MD.    

7- Attention Manipulation: As an action, you can make yourself harder to notice or harder to ignore.  If you do the former, creatures must successfully save to notice you or pay any attention to you.  Creatures have advantage on this save if you are doing something interesting or novel, while they have disadvantage if you are doing something to blend into the background, such as disguising yourself as a waiter at a fancy dinner party.  If you make yourself harder to ignore, the opposite is true.  Creatures must successfully save to avoid looking and focusing on you.  Advantage is granted if you aren't doing something interesting or worth paying attention to, while disadvantage is imposed if you are doing something weird, novel or interesting.    

8- Telepathy: You can communicate mind-to-mind with any creature you can see, as long as that creature has a mind.  You can also reach out and contact a creature if you know where it is.  Creatures can try to shut you out and prevent communication by succeeding on a COG save.  

9- Telekinesis: You can move an object or person with your mind, as long as that person weighs less than or equal to something you could lift if your COG score replaced your STR score.  You can also make attacks and use your Telekinesis in other ways.  If you do, use your COG score, adding the relevant modifier to any check.  If making an attack, you can include your Attack modifier as well.  If any creature is grappled or restrained by your Telekinesis, they can make a STR check as opposed to your COG check, on a success, that creature can break free from your grip. 

10- Create Psychic Constructs: You can create constructs out of ectoplasm.  These are objects created out of solidified mana.  Constructs you create have 1d6+[sum] HP, where [sum] is from the amount of MD you spend to create a construct.  You can also heal your constructs by feeding them MD on your turn as a free action.  You can create anything you want and if your construct is capable of movement, manipulate it as an action on your turn.  Constructs that can move must have joints, limbs and other means of mechanical movement, as they are technically solid.      

11- Pyrokinesis: You can cause objects to ignite as an action. Creatures get a save to resist bursting into flames. You can also control existing flames, shaping or moving them as an action.

12- Cryokinesis: You can fire a beam that dramatically lowers the temperature, rapidly cooling them. This does 1d6+COG modifier cold damage. Creatures can either attempt to make a save to halve the damage or evade entirely with a successful Defense roll. If you add more MD, you can produce a wider and more powerful beam. Each additional MD adds +1d6 cold damage on a hit and also affects what you can freeze. O MD can freeze a bucketful of water, +1 MD can freeze a bathtub's worth, +2 MD can freeze a small swimming pool, +3 MD can freeze huge sections of a pool or lake.  

13- Transmute Material: You can transmute material, changing one substance to another. With a flat d20 roll, you can transmute a basket's worth of material, with 1 MD, you can transmute up a bucketful, with 2 MD, an amount up to a wagon load, with 3 or more MD, enough material to fill a small cottage. The DC for Transmutation varies depending on the amount and the substances being transformed. Turning something into a similar substance is much easier. Lead to Gold is much easier than Lead to Water. Ex: Transmuting Stone to Metal = DC 10; Transmuting Stone to Water = DC 16.  

14- Biokinesis: As an action, you can heal a creature for 1d6 HP by touching or being close to it.  If you choose to spend MD, you can instead heal a creature for up to [sum] HP.  

15- Mind Blasts: You can fire mental blasts as an action that do 1d6+COG psychic damage.  Creatures get a saving throw to reduce the damage by half.  This damage cannot reduce a creature below 0 HP.  If you spend MD, you can fire blasts that do 2[dice]+COG damage.    

16- Precognition: As an action, you can look into the future to see what is going to happen within the super-immediate future (next 15 seconds or less).  This lets you add +COG modifier  to any one d20 roll you personally make until your next turn.  If you spend MD, you can instead add 2[dice] to any one d20 roll.  Note that you may only add this bonus if what you are attempting is possible, if not, no bonus may be applied. 

17- Remote Viewing/Second Sight: Your mind functions like a Scry-glass, allowing you to look upon people or places far away from you.  Use the rules for Crystal Balls.  

18- Astral Projection: You can project your mind out of your body, allowing it to travel freely.  While projected, your mind or Astral Self acts as a Ghost.  It takes damage from sunlight, fire and magical sources of damage, but is invisible to most creatures, can pass through non-magical items and can fly.  Additionally, there is a magical silver cord connecting your Astral Self to your body.  If this cord is severed, and it can only be by a magical source, your Astral Self is separated from your body and you are considered "dead" by the laws of the universe, meaning Psychopomps will show up to arrest you and take you to the afterlife.  

19- Induce Physical Sensations: By focusing on a creature, you can cause that creature to feel a sensation.  Creatures must save to resist being affected by this sensation.  This sensation must be something you've experienced personally.  If you spend MD, you can induce more powerful sensations or sensations you've never experienced.  If you spend MD, creatures get a -[dice] penalty to their saves.  

20- Teleportation: You can, as an action, teleport up to the distance you could move in one round.  You can teleport to anywhere you can see, or if you know a location intimately, you can teleport there blindly.  You will always appear in the nearest unoccupied space to your destination.  If you spend MD, you can either double the distance you could teleport or bring 1 object or creature with you, as long as that object or creature is your size or smaller.