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Category: Electrum Pieces (Page 80 of 156)

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Psionicist as the Fourth Class

1d30 sets out in a recent post to define classes by what they fight. This differs from the definition of classes by how they solve problems. If you look at classes by how they solve problems, you get Fighter (solve problems by physical force), Mage (solve problems by magic) and Thief/Rogue (solve problems by skill or finesse). Under this paradigm, a Cleric/Priest class requires a bit of convoluted rationale. Do they solve problems by faith? Divine favor? ???

The Fighter/Mage/Rogue paradigm shows up in a lot of games. Two that I can think of off the top of my head are Warrior, Rouge, Mage (Stargazer Games) and Numenera (by Monte Cook).

Using 1d30's paradigm, though, makes you wonder why a Rogue/Thief is necessary. Fighters are a human class designed to fight just about anything, especially other humans. Mages learn magic to fight demons. Clerics rely on their faith to fight undead. This way of looking at class feels more old-school to me, especially in light of the post shared in his post.

Reading the article reminded me of a couple of the design goals of the ACKS Psionicist. Specifically, the ACKS Psionicist would be different than a magic-user and the psionicist would be useful against incorporeal foes. The latter required me to redefine ghosts as something besides undead.

One of the proficiencies of the ACKS Psionicist allows the psionicist to actually grapple ghosts or shadows. It doesn't allow the psioncist to kill a ghost or shadow outright, but he or she can deter such creatures long enough to protect others. Ghosts/shadows can walk through any obstacle and I wanted a way to combat them that wasn't a variation of creating a wall of force.

Using mental powers makes sense to be a quick method of attack/defense against these creatures. More than that, the most vulnerable part of a ghost is the mind. Since it cannot be attacked easily by physical force (fighter) and magic may take too long to cast (mage), the ability to attack the mind of a ghost fits in very well.

Even astral constructs fit because it is the psionicists attempt to fight fire with fire. Astral constructs and ghosts are made from the same substance, so they naturally are able to fight or contain each other.

From 1d30's post, though, reminded me also of the ghost generator I am working on. Instead of a 6-7 HD creature with aging attacks, ghosts can do a whole range of things from cause disease to cause nausea to causing instant death. Ghosts can also have variable weaknesses ranging from silver (or electrum) to nothing. More powerful ghosts are even immune to +1 magic weapons.

Still, I want to go back and add in creatures that range in HD from 1 to 10 as well as add in various abilities. I don't mean a ghost dog for a 1HD ghost, but instead something like a mindless ectoplasmic blob that was formed from a soul that didn't successfully become a ghost.

More to think about.

Alas, Alack and Alay

Sorry for the lack of posting here and on Google Plus and Twitter. Due to complication from sleep apnea, my overall health has been in decline for a number of weeks. This weekend will be an effort to get lots of rest.

When I feel better, I hope to have a ghost generator for ACKS suitable for use with or without the Psioncist stuff I'm working on. Ghosts are so configurable, you can have almost all the monsters you need for a campaign using just them. I know that shadows are not ghosts, but I am making them similar for the purposes of the generator and the psionicist stuff. To make an analogy of what I have in mind -  Shadows are to ghosts what zombies are to Vampires.

No promises on ETA. I am not sure when I will be feeling better. I am spending more time doing the positive things to help (better food choices, regular exercise, seeing the doctor about adjusting the CPAP, etc.). I have lost about 10 pounds, and that helps a lot.

Until next time, I really hope this is my last personal post ever.

Template Concepts for the ACKS Psionicist

Yesterday, I mentioned two wild talents that I am thinking about including in the ACKS Psionicist.

One of them, tentatively named Argentum Touch, allows the psionicist to temporarily change a normal weapon into one that can hit creatures vulnerable to silver. The idea behind introducing this power is to provide for adventures featuring lycanthropes as potential enemies. Depending on what the GM wants to do in their campaign, the psionicist could be a type of lycanthrope hunter working independently or as an agent of the king. One idea I have toyed with involves adding a ritual power that can cure lycanthropy. For whatever moral reasons, the lycan hunter could have the goal to "heal" lycanthropes instead of slaughter them.

I treat lycanthropes as crossbreeds generated by mages in order to explain their origins. It also helps to explain why traditional cure disease spells have no effect. Healing a lycanthrope with a ritual power (equivalent to a ritual spell), it more akin to psychic surgery - the psionicist separates what is animal, what is magic and what is humanoid in the process.

The other reason for treating lycanthropes as crossbreeds is to explain all the various types out there. While I don't plan on having thirty different types of lycanthrope, I do want to add a couple major types of lycanthropes and a handful of minor types. I consider the werebear, werewolf and weretiger as major types. The wererat and wereboar are minor (after I change the hit dice of wereboar to 3+1 down from 4+1.) I do want to add a werelion as a major type as well as various were-reptiles as minor types. I also want to add a unique creature that serves as a monster and an exploration xp award. I want to invent a better name than werespider. For the record, it is not modeled after Pennywise from Stephen King's It.

In the post yesterday, I also mentioned a different type of animated corpse that is not undead in the traditional sense. This type of unliving creature would be created by alchemical means instead of drawing negative/chaotic energy from the Outer Planes. Although these creatures may or may not be touched by evil, there is a price to pay for living in an alchemical body. The largest price is that once one of these creatures die, they are irrevocably dead. As a minor aside, alchemical undead are also unable to travel in the Astral Plane in the typical manner. Any such trips must be made bodily.

The alchemical undead have a variety of motivations for seeking a form of immortality, so they can be evil, demented, psychotic, etc, but do not necessarily have to be. Since they are not maintained by negative energy, they cannot be turned or controlled by necromancers. It shouldn't be too difficult to come up with a compelling reason to make them a recurrent encounter, good or bad.

Another power, Intangible Touch, allows a psionicist to harm or grapple intangible creatures like shadows, specters, ghosts, even vampires in their gaseous form. The main idea would be to create ACKS ghosts of all kinds. Unlike B/X D&D, ghosts would not be undead. They would not be subject to turning, though I would give Clerics of level 5 or above immunity to the aging attack of a ghost.

These ghosts would range from the traditional banshee and poltergeist to much weaker creatures like animal spirits and will o' the wisp. Characters of all levels could encounter various ghosts and spirits. A typical party can deal with them through magic, but a party with a character that can deal with ghosts more directly provides interesting opportunities to do things like remove ancient curses. I imagine an adventure arc with the characters undoing some ancient wrong which allows a ghost to rest and thereby remove a blight on the land. Sure the psionicist in the party could directly harm the ghost and even kill it, but he or she would need to get to the ghost first. An intelligent ghost makes a great villain, especially if the party cannot just directly attack it, even if they have the power to directly confront the ghost. I'm just thinking of the mind games an incorporeal creatures can play with characters, not to mention some impossible traps. Bwa ha ha ha.

One of the other reasons for ghosts as creatures is to introduce a rationale for psionicists to create astral constructs. Astral constructs, by my definition, are immune to any kind of aging or level draining attack. They can also directly attack ghosts without special provisions. It can serve as a type of anti-ghost, or at least a bodyguard to fend off various ghostly attacks. Thinking in these terms can lead to non-humanoid shaped astral constructs. I Imagine a psionicist with a shimmering, slightly intangible dog as a companion. Heck, make it a ball that can quickly roll between the psionicist and a ghost.

These are just some of the ideas behind these two powers. When I finish the ODT formatted documents, this stuff will probably end up in a supplement, otherwise, I'll never finish. Next post, I hope to provide some stats for other lycanthropes and ghosts.

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