I was just wondering are they ever going to put out an exxet for the psionics ?
Posted 15 March 2014 - 05:17 PM
As it stands, probably not. New rules and disciplines were added was added in the Arcane Exx. If there is going to be one there has been no word on it as of yet.
Posted 16 March 2014 - 07:54 AM
I made stuff for the Psychics. Of course it's homebrewed and not official stuff, but if you feel in need to upgrade them, this should do it. Here it is.
PSYCHIC LEVEL AND PSYWIRED
Similarly to Wizards, particularly intelligent Psychics can invest part of their knowledge on refining their Psychic Abilities, by specific manipulations of their Psychic Matrixes. This is represented by the fact that characters with Access to Psychic Disciplines have a Psychic Level (PL), based on their Intelligence. The value of Psychic Level a Psychic possesses is indicated in the following table.
Psychic Level can be spent on acquiring Blocks from the Psywired. Each Block acquired grants some abilities related with the use of Psychic Powers as described followingly.
1 - The first Block that must be taken is Psy Control.
2 - A character can spend PL to acquire any Block as long as it is linked to another Block already possessed, enough PL is invested as indicated in the Block itself, and the Level Requirement is satisfied.
ABILITIES FROM PSYWIRED BLOCKS:
PSY CONTROL: The character becomes able to relocate Psychic Points invested in Permanent Uses, by turning them into Free Psychic Points (which can followingly be relocated as Permanent Psychic Points). In order to relocate a Permanent Psychic Point, the character must spend at least 1 month without benefitting from its current use and 1 more month must be spent before the newly acquired Free Psychic Point can be reassigned to a Permanent Use.
DETERMINED PSYCHIC PROJECTION: This Ability allows to spend each time a projected Power is cast to have the Power work with a determined final Psychic Projection value that cannot be further modified, instead of rolling dice as normal for Psychic Projection. The more Blocks the user has, the more he will be allowed to spend to have higher determined Psychic Projection values, although he’s not obliged to do so. The Final Projection value can be further modified by all effects that modify Psychic Projection (like using a Node or an Artifact granting a Psychic Projection Bonus or a Mind Set) as well as by investing further Free Psychic Points to increase Psychic Projection as normal, but all such bonuses and penalties are halved (rounding up at multiples of 5).
1 Block – Spend 1 Free Psychic Point to have a Determined Psychic Projection value of 80.
2 Blocks – Spend 1 Free Psychic Point to have a Determined Psychic Projection value of 120.
3 Blocks – Spend 2 Free Psychic Points to have a Determined Psychic Projection value of 140.
4 Blocks – Spend 2 Free Psychic Points to have a Determined Psychic Projection value of 180.
5 Blocks – Spend 3 Free Psychic Points to have a Determined Psychic Projection value of 240.
6 Blocks – Spend 3 Free Psychic Points to have a Determined Psychic Projection value of 280.
7 Blocks – Spend 4 Free Psychic Points to have a Determined Psychic Projection value of 320.
8 Blocks – Spend 4 Free Psychic Points to have a Determined Psychic Projection value of 440.
INCREMENTED DAMAGE: This Ability increments the Base Damage of Psychic Attacks used by this character by an amount that varies with the Potential achieved in the use of the Psychic Power and the number of Blocks acquired.
1 Block - +10 for Medium and Difficult Potential, +20 for Very Difficult and Absurd Potential, +30 for Almost Impossible and Impossible Potential, +40 for Inhuman and Zen Potential.
2 Blocks - +20 for Medium and Difficult Potential, +40 for Very Difficult and Absurd Potential, +60 for Almost Impossible and Impossible Potential, +80 for Inhuman and Zen Potential.
NEGATE ARMOR: This Ability reduces the AT of targets of of Psychic Attacks used by this character by an amount that varies with the Potential achieved in the use of the Psychic Power and the number of Blocks acquired.
1 Block - -1 for Medium, Difficult, and Very Difficult Potential, -2 for Absurd, Almost Impossible, and Impossible Potential, -3 for Inhuman and Zen Potential.
2 Blocks - -2 for Medium, Difficult, and Very Difficult Potential, -4 for Absurd, Almost Impossible, and Impossible Potential, -6 for Inhuman and Zen Potential.
3 Blocks - -3 for Medium, Difficult, and Very Difficult Potential, -6 for Absurd, Almost Impossible, and Impossible Potential, -9 for Inhuman and Zen Potential.
PSYCHIC PRECISION: Psychic attacks used by this character gain the Precision rule. This Ability does not affect attacks with an Area of Effect.
DOUBLE DAMAGE: This Ability doubles the Base Damage of Psychic Attacks used by this character before applying any other bonus or penalty.
SPECIALIZED POWER: This Ability allows a character to choose a specific Psychic Power and specialize in its use. The Power must have a Level equal or higher to that indicated in the specific Block. The character gains an extra bonus of +10 to his/her Psychic Potential while using the chosen Power, and reduces by 1% the Fumble probability while making the Potential roll for chosen power. A single Psychic Power can be chosen more than once, cumulating the effects of more Blocks. Matrix Powers are considered as Level1 Psychic Powers for the purpose of this Ability.
ENFORCE POWER: This Ability influences all those Psychic Powers that oblige targets to make PhR or PsR checks, by increasing the Resistance Check Difficulty by a value depending on the number of Blocks acquired and the result obtained on the Projection roll.
1 Block - +5 PsR/PhR Checks Difficulty per 50%Damage scored on the Projection Roll.
2 Blocks - +10 PsR/PhR Checks Difficulty per 50%Damage scored on the Projection Roll.
ENTWINE POWERS: This ability allows the character to use two Attack Psychic Powers as a single Power with their effects entwined. The character makes two separate Psychic Potential rolls for the two Powers (distributing as normal his/her Psychic Potential among the two), but makes a single Psychic Projection roll. The target will suffer the effects of both powers at the same time if successfully hit by the Attack, using the highest Base Damage among the two, plus half the lowest Base Damage. The resulting attack will have the highest Area of Effect amongst the two and apply any special effect of both Powers.
HIGH POTENTIAL: This Ability allows the character to further push his/her mastery of Psychic Powers beyond Zen Level. If the character reaches a Psychic Potential roll of 490 or more, he/she further increases any numeral present in the description of the Power used with a Potential of Zen by a 20% (round down at multiples of 5, or round down for single digit numerals), except for PhR and PsR difficulties, which difficulty is only increased by +20. Description referring to Difficulty Levels are increased by one Difficulty Level.
IMPROVED SHIELDS: This Ability amplifies the number of Resistance Points of Psychic Shields used by this character by a value that depends on the number of Blocks acquired.
1 Block – 2XResistance Points.
2 Blocks – 3XResistance Points.
DEFENSIVE SECURITY: This Ability grants that Psychic Shields are always successfully erected even if the character fumbles the Psychic Projection roll. The shield is automatically erected with its lowest possible Potential, deducting the Fumble Level from its Resistance Points.
COMPLETE SHIELDS: This Ability makes so that Psychic Shields used by this character are capable of stopping all kinds of Attacks, regardless of their nature and description.
INNATE MASTERY: This Ability allows the character to only invest 1 Psychic Point to acquire an Innate Slot, instead of 2.
RAPID MIND: This Ability grants a bonus to the character’s Initiative when using Psychic Powers. The bonus depends on the number of Blocks acquired.
1 Block - +10Initiative.
2 Blocks - +20Initiative.
3 Blocks - +30Initiative.
DOUBLE POWER: This Ability allows the characters to use up to two Psychic Powers per turn without need to split his/her Psychic Potential. Both Powers are used with their Base Psychic Potential (hence, no Psychic Potential roll is made), but they entirely consume the Psychic Potential of the character, who cannot use any other Psychic Power during the same turn.
UNLIMITED POTENTIAL: Whenever this character employs his/her Psychic Potential to use a Psychic Power, he/she actually consumes only half the amount employed.
PSYCHIC TRANSMISSION: This Power allows the character to transfer Free Psychic Points from himself to any other Psychic, by passing a Psychic Projection roll toward the target. Transferring or being transferred Free Psychic Points is considered a Passive Action.
COMBINED MATRIXES: In order to use this power, the Psychic must be making use of the Connect Matrixes Matrix Power. This Power allows more Psychics employing the same Psychic Power to combine their abilities to strengthen the Power effects. The Power can employ for the Potential Roll the sum of Psychic Potentials employed by all Psychics participating in it, as well as the highest Psychic Projection and, in case of Active Action Powers, the lowest Initiative within the group. Should the Psychic Potential roll fail, the Fatigue loss can be distributed among Psychics participating in the Power. The Power is considered as if used by the character with highest Willpower, unless he/she chooses someone else to guide it.
SPACE CONTROL: This Ability allows the Psychic to choose targets within the Area of Effects of Powers he/she uses, even when the power description implies the opposite.
EXPLOIT HIDDEN POTENTIAL: This Ability allows the Psychic to temporarily tap upon latent mental energy of surrounding non-Psychics. Humanoids within a range in meters equal to ten times the Psychic’s Willpower value, each are considered as having a reserve of Free Psychic Points as indicated by Class and Level, which regenerates at rate of 1 point per hour. The character can gain access to these Free Psychic Points at a rate of 1 Psychic Point per turn per 4 points of Willpower. The use of this ability is Passive and targets that can see matrixes and want to resist this effect can do so by passing a PsR check against a difficulty equal to twice this character’s Presence. Although latent mental energy is possessed by all living beings, trying to tap on mental energy from non-humanoid beings usually has catastrophic effects.
PSYCHIC CONCENTRATION: This Ability allows a character to keep any accumulated Concentration bonus to Psychic Potential, even if suffering damage from an enemy attack. If the character suffers a Critical, in order to retain the Concentration bonus, he/she will have to pass a Willpower check against a difficulty equal to 1/10 of the Critical Level.
PSYCHIC ENDURANCE: Whenever suffering Damage from a Psychic source, the character can choose to reduce it by spending any Psychic Potential he/she still has unused for the turn. The Damage reduction is equal to the Psychic Potential consumed.
DRAIN BODY: This Ability allows the character to spend Fatigue Points as if they were Free Psychic Points.
ARCHON: This Ability allows the character to turn into a pure manifestation of psychic energy. The character becomes a Damage Accumulation being with 200 Life Points per Free Psychic Point currently possessed. While in this state, the character also benefits from a bonus of +50 to the Psychic Potential and +20 to all Resistances. In order to use this Ability, the character must spend half his/her Free Psychic Points. A character can remain in Archon state for a number of turns equal to his/her Willpower value, after which he/she reverts to the original form.
Posted 16 March 2014 - 11:10 AM
Now, I don't know how to post an image (that of the psywired actually...), so I'll try my best to reproduce it here.
Psychic Conc. (5) -> Psychic Endur. (10) -> Drain Body (15) -> Archon (20)
Lev5 Lev7 Lev10 Lev14
Impr. Shields (5) -> Def. Security (10) -> Impr. Shields (10) -> Compl. Shields (15) -> Inn. Mastery (20)
Lev2 Lev4 Lev6 Lev8 Lev12
Destr. Incr. (10) ->Neg. Armor(5)-> Neg. Armor (10) -> Destr. Incr. (10) -> Neg. Armor (15) ->Psychic Prec. (15)->D.Dam(20)
Lev0 Lev0 Lev3 Lev5 Lev7 Lev10 Lev12
Psy.Ctrl.(10)->Det.Proj(5)->Det.Proj(5)->Det.Proj(5)->Det.Proj(5)->Det.Proj(10) ->Det.Proj(10) ->Det.Proj(10)->Det.Proj(10)
Lev0 Lev0 Lev0 Lev0 Lev3 Lev4 Lev7 Lev10 Lev14
Spec Lev1 (5)->Enfor.Pow (5)->Spec Lev2 (10)->Enfor.Pow (10)->Spec. Lev3 (15)->Entwine Pow(15)->High Potential (20)
Lev0 Lev0 Lev3 Lev5 Lev7 Lev10 Lev12
Rapid Mind (5)->Rapid Mind (5)->Rapid Mind (10)->Double Power (20)->Unlimited Potential (20)
Lev2 Lev4 Lev6 Lev8 Lev12
Psychic Transm (5)->Combined Matrixes (10)->Space Ctrl (15)->Exploit. Hidden Pot. (20)
Lev5 Lev7 Lev10 Lev14
I hope this is clear enough. Note that the starting point is ALWAYS Psychic Control.
Edited by ElricOfMelnibone, 16 March 2014 - 11:12 AM.