Skill Stunts and Epic Skill Stunts VIII – Heal, Profession/Physician, and Knowledge/Medicine.

Healing is going to be a have a lot of options. Not only is it a broad skill that covers a multitude of real-world disciplines and advances, but it’s always been regarded as semi-miraculous. Few other character types so consistently confront Death and win, and – in countless tales and legends – few other characters are quite so selflessly heroic. Even in reality healers often work long hours under great stress, go into danger to save others, risk deadly contagions, and stand up for their patients against threats and political pressure. That’s not to say that there aren’t incompetent, venial, and downright useless people making a living in the field – but it says something that Healers are one of the few types of professional workers who have been deified in many different cultures.

On the other hand, most of these stunts really shouldn’t need descriptions. As living human beings most of the readsers should have a pretty good idea of how healing works – and d20 makes magical healing cheap and easy anyway. After all, if you’re going to rely on combat for excitement you can’t leave the characters laid up for lengthy periods, It should also pretty much go without saying that healers – and especially highly skilled healers – usually make a pretty good living unless magical healing is easily and cheaply available to everyone. To even things up a bit, and because getting your cures ready to go is simply sensible, quite a few healing effects may be prepared in advance – but this doubles the DC and a healer may never have more than (Wis Mod + Level / 2) pre-prepared “medications”. Such preparations have no significant cost however.

  • DC 10 (normally no stunt required):
    • Craft simple but comfortable and reasonably effective prosthesis, such as peg legs or “hook hands”.
    • Deliver a baby if there are no major complications.
    • Make easily-digested high-energy foods for victims of starvation and malnutrition.
    • Make the dying comfortable and relieve their fears. This may include arranging an easy death.
    • Moderate pain.
    • Produce simple plant and mineral based poisons and remedies.
    • Split a simple break in a bone so that a limb will be usable within reasonable limits.
    • Spout confusing jargon that demonstrates that you are, in fact, a medical expert. (It is amazing how often this comes in handy).
  • DC 15 (may not require stunts):
    • Clearly explain the nature of an illness, injury, or dysfunction to someone with no medical background.
    • Determine a creatures cause of death.
    • Induce semi-permanent immunity to ordinary diseases.
    • Induce hybridization between species in a baseline d20 universe.
    • Make a death look natural.
    • Make advanced prosthesis, such as articulated hands that can be set in particular positions, legs with spring joints that are almost as good as a real leg, and so on.
    • Purify basic drugs from natural sources.
    • Set up a small infirmary without supplies.
  • DC 20 (require stunts to perform in a reasonable length of time):
    • Induce a +2 alchemical bonus to a physical attribute for a few hours.
    • Inflict great pain without inflicting much of any actual damage.
    • Make functional Charm-level prosthesis. (See The Practical Enchanter and HERE).
    • Perform cosmetic or dental surgery.
    • Produce advanced (modern) drugs (sadly, most are not very effective in d20 terms).
    • Relieve allergies and arthritis and reduce similar troubles to something manageable.
    • Safely deliver a baby despite all kinds of complications.
    • Splint multiply and badly broken limbs to allow healing and restore minimal function.
  • DC 25:
    • Detect traces of drugs, toxins, magic, psionics, and other outside influences in an individual or corpse.
    • Force a victim of a successful unarmed strike to save or be dazed/dazzled/deafened for 1-2/1-4/2-8 rounds.
    • Induce hybridization between very different types of creatures (EG, elementals and humans) in a baseline d20 universe.
    • Induce immunity to extremely deadly diseases for several years.
    • Make functional Talisman-level prosthesis.
    • Maximize the effect of a healing spell.
    • Perform simple surgery, curing 2d4 damage. Unfortunately, any given patient can only be healed via surgery once per day.
    • Set up professional-level facilities without supplies.
  • DC 30:
    • Cure (or inflict) blindness, deafness, or disease.
    • Determine what a creature was doing shortly before its death.
    • Heighten or inhibit sexual ability and/or fertility.
    • Induce a +4 alchemical bonus to a physical attribute or a +2 bonus to a mental attribute for a few hours.
    • Induce nerve regeneration.
    • Organize a hospital to double the effectiveness of healing effects used within it for the next week.
    • Perform a Lesser Restoration once per day per patient.
    • Sicken a target with an unarmed strike for 2d4 rounds.
  • DC 35:
    • Cure various neural disorders, including most insanities.
    • Inflict exhaustion with an unarmed strike.
    • Neutralize poison and heal it’s effects.
    • Perform organ transplants
    • Perform complex surgery, curing 3d6 damage – although patients can still only be treated with surgery once a day.
    • Produce “Pulp” drugs.
    • Revival (allows normal treatment and recovery for up to three minutes after “death”),
    • Set up hospital-level facilities without supplies.
  • DC 40:
    • Create a clone (either an “empty” physical copy or a normal infant).
    • Cure a supernatural disease,
    • Extend the duration of a patients current and remaining age categories by 3d6 years each.
    • Extract memories from a corpse.
    • Induce slow regeneration of limbs and organs.
    • Induce a +6 alchemical bonus to a physical attribute or a +4 bonus to a mental attribute for a few hours.
    • Inflict an appropriate (described in medical terms) Bestow Curse or Poison effect with an unarmed strike.
    • Provide a full Restoration (once per day per patient),
  • DC 50:
    • Create a tailored “disease” or plague. Note that this can be used to repair genetic damage or errors. This can also be used to create a strain of herbs with tailored medical uses.
    • Extend the duration of each remaining age category by an additional 3d6 years (totaling 6d6).
    • Induce a triple-strength Rite Of Chi (from Eclipse) effect for a patient, A second use on the same patient in the same day is DC 70, and a third is DC 100.
    • Induce a temporary version of “lycanthropy”, equivalent to the various “Bite” spells.
    • Inflict Enervation with an unarmed strike,
    • Perform advanced surgery (curing 4d12 damage) – although patients can still only be treated with surgery once per day each.
    • Quicken Recovery (as per the Epic Level Handbook),
    • Set up for advanced surgery or virtually any other medical procedure without supplies. Notably, this means that you can (if the GM consents) install cyberware, grafts, or other augmentations even when these things are not normally available in the setting. This can also be used to add Templates, although they must be paid for before further level advancement may occur or an additional template may be added. DC 50 for +1 ECL, 60 for +2 ECL, 75 for +3 ECL, 100 for +4 ECL, DC 180 for up to +7 ECL, and DC 250 for up to +10 ECL. Templates of up to +4 ECL may be made hereditary at +25 DC.
  • DC 60:
    • Animate the dead through mad science. You may control up to (Skill Total / 2) hit dice worth, although none may have more than one-fourth that many hit dice. If you have other means of creating or controlling undead, the totals are independent.
    • Cure (or inflict) Lycanthropy, Mummy Rot, and similar curse-diseases.
    • Induce a +8 alchemical bonus to a physical attribute or a +6 alchemical bonus to a mental attribute for a few hours.
    • Inflict an appropriate (described in medical terms) Greater Curse or Paralysis / Unconsciousness effect with an unarmed strike.
    • Perform ultra-advanced surgery (curing 5D20 damage) – although patients can still only be treated with surgery once a day.
    • Rebuild limbs, induce reasonably rapid regeneration, or redesign bodies.
    • Transfer a consciousness into another body, a golem, or a “prosthetic body”.
    • Treat a damaged local ecosystem – although a full recovery may require months or years.
  • DC 75:
    • Build a Flesh Golem. This bypasses the usual prerequisites and 80% of the GP cost – but does not bypass the experience point cost (in 3.5 anyway). Reducing both costs to 10% of normal is DC 100.
    • Create a “plague” that will swiftly spread across the land and spontaneously cure and provide a permanent immunity to a specified illness or disorder.
    • Create a clone body that’s linked to the original creature to receive it’s consciousness in case it dies.
    • Force a victim of an unarmed strike to save or die.
    • Induce symbiosis – for example, turning chunks of a gelatinous cube into “Bacta”.
    • Prevent a target from aging for 6d6 years.
    • Provide a permanent +2 inherent bonus to an attribute.
    • Rebuild a creature into a different kind of creature.
  • DC 100:
    • Create obedient living creatures. The user may maintain up to (Skill Total) hit dice worth of such creatures, although no single creature may have more than (Skill/5) hit dice in total.
    • Create a “plague” that radically alters it’s victims, perhaps adapting a species to a new environment.
    • Induce a Perfect Recovery (as per the Epic Level Handbook).
    • Induce +2 Positive Levels for twenty-four hours.
    • Raise the Dead
    • Render a living target immune to a particular type of energy or effect (including negative energy effects, poisons, radiation, etc) for twenty-four hours. Unfortunately, no single creature may have more than two such immunities active at any one time and inducing a second is DC 150.
    • Restore a target creatures youth.
    • Treat a damaged wide-area ecosystem.

Unlike most of the prior skills, I have items for Heal with DC’s well in excess of 100. Other skills have such options as well of course; but for most of them so far I haven’t thought of enough of them to be worth listing.

  • DC 120:
    • Build a Flesh Colossus. This bypasses the usual prerequisites and 80% of the GP cost – but does not bypass the experience point cost (in 3.5 anyway). At DC 150, both costs are reduced by 90%.
    • Create new types of creatures.
    • Provide a permanent +3 Inherent Bonus to an attribute.
    • Purge all external influences from a target living creatures mind, body, and spirit – eliminating poisons, possessing entities, diseases, and all similar difficulties.
  • DC 180:
    • Create or awaken a Realm (or Planetary) Spirit , causing an entire ecosystem to become an intelligent entity – and one which is generally well-disposed towards the one who awakened it.
    • Force a victim of an unarmed strike to save or be permanently transformed into a different creature.
    • Provide a permanent +4 Inherent Bonus to an attribute.
    • Treat a damaged planetary ecosystem.
  • DC 250:
    • Bestow true immortality on a target creature, providing immunity to aging and 12 CP worth of Returning (from Eclipse) on a permanent basis.
    • Clone a body from near-dust and pull the original spirit (if willing) back to it.
    • Provide a permanent +5 Inherent Bonus to an attribute.
    • Revive a deceased planetary ecosystem (although a full recovery is likely to take centuries).

Epic Stunts for Healing:

Most of the Epic Stunts for Heal simply involve using one of the above stunts either very quickly and/or to affect a large number of creatures at once. As such, I’m not really going to bother listing anything beyond a few of the most obvious.

  • Healing Touch (As per Heal, Research Level 6, DC 34)
  • Healing Aura (as per Mass Heal, Research Level 9, DC 46),
  • Divine Radiance (Research Level 13, DC 62) Cause 24d6 of Divine Damage to Undead and 24d6 of healing to any living creatures you desire within a radius of (2 x Check Result Feet). Line of sight is not required (the effect will pass through solid barriers) and any undead destroyed by the blast must make a will save or suffer a final death.

On Harry Potter and Puzzle Chambers

And to get going again… here’s an offline question about magical schools, puzzle chambers, and Harry Potter which mostly boils down to “Why?” repeated several times. Fortunately… the answer has applications to a lot of games.

So to start with “Why are these rooms there in the first place”…

  • You’re in a medieval setting.
  • You’re building a school for magical children.
  • You want it to last for a long time.

So generations of magical kids are going to be filling the place with accidental magic, miscast spells, effects that haven’t even been invented yet, and attempts to counterspell or cover up all that stuff when it goes wrong. Throw in magical fights, research, and experiments.

So you don’t want to hold classes in a magically-expanded broom closet lest someone somehow disrupt that magic and turn the class into crushed pulp. You don’t want the roof held up by magic for the same reason. You certainly don’t want to hold classes in an extradimensional space; there are so many obvious ways for THAT to go horribly wrong that it would take a couple of chapters of listing them just to make a good start.

You want real rooms. You want nice, thick, durable walls that don’t rely on magic lest someone counter that magic in the process of setting off an explosion. You want solid foundations built on solid bedrock so that the place will stay up without magic. You want as much of the place as possible mundanely resistant to fire, corrosives, and other destructive forces. You may want light roofs (like a fireworks factory) to go with your heavy walls, but that depends on whether you think it’s best to contain or vent problems – which depends a lot on the magic system you’re using and on whether you want to have more than one floor.

Regardless of roof designs, and whatever magic you mean to apply to the place, you want the solidest, most durable, mundane structure that you can possibly get as a basis for your school. You may want to make it defensible too, just in case of an attack.

In a medieval setting… you want a castle (In a modern one you may want a bunker). Moreover, you want one designed by the most competent non-magical architect you can find and built by a skilled mundane construction team.

So Hogwarts should be a solid, sensibly-designed, and quite functional building underneath all the magical special effects.

But then we come to Chapter Sixteen of Harry Potter And The Sorcerers Stone, wherein we are told of a trapdoor on the third floor, covering a shaft dropping down into a sizeable room, which has a long downwards tunnel leading to a sequence of five additional – and sometimes very large – rooms. There can’t be any other easy access or there wouldn’t be much point to the whole sequence. That alone pretty much eliminates any chance of it being in the castle proper; what architect would waste huge amounts of expensive space on the main floors on intentionally inaccessible rooms? Perhaps it is indeed deep underground?

So who built these rooms and why?

  • They really can’t be a part of the original architecture. If they were they would undermine the foundations and be an immense amount of work invested in a space with little or no practical use. And why would the access hatch be in a corridor instead of a room or at least an alcove? And why not start in the basement or at least on the ground floor instead of wasting space on a useless shaft? And isn’t there a water table? The place is by a lake!
  • If they were carved out by Dumbledore and company then we know that magically removing stone must be pretty easy. So what stops people from just tunneling around the obstacles? What architect did they consult to avoid collapsing Hogwarts? Where did the shaft through the lower floors come from? And there’s STILL a water table…

There really isn’t any place in or under Hogwarts where those rooms can rationally exist.

So maybe they don’t. After all… those rooms don’t need to be stable against generations of students producing random magic. They don’t need rational access ways for people to use them. They don’t need to exist without magic.

They don’t need to be REAL.

Perhaps what we’re looking at is a chained series of extradimensional spaces, each one with a specific set of conditions needed to bring it into alignment with the last.

So you can’t just tunnel around things; there is literally nothing to tunnel through. You can’t just force the doors: they don’t actually go anywhere unless you fulfill the activation conditions to get the next space lined up. You can’t go through the walls, because the next chamber isn’t on the other side – it’s in a dimensional pocket. You could try to undo the spells and collapse the spaces – but that risks losing whatever is in the further rooms (and yourself) into some random dimension even if it doesn’t just cease to exist.

So basically… no cheating short of story (and game) wrecking effects like d20’s “Gate” or “Wish”.

Of course, this is only a good security setup for items that you’d rather see lost or destroyed than risk letting an unauthorized person get their hands on for even a few minutes, which is why you won’t see it being used at Gringotts or by Voldemort to protect his Horcruxes – but the Sorcerer’s Stone qualifies.

Unfortunately, this is the point where setting-logic runs into plot imperative. The plot requires that a handful of fairly normal (for reader identification purposes) first year students be able to get through the defenses. Ergo, those defenses are formulaic and really rather pathetic.

Honestly, just for practicality…

  • Devil’s Snare? Use a tank full of Box Jellyfish. Lets hope you have a no-contact spell going.
  • Flying Keys? How about hooking a massive electrical discharge up to the lock? Brought your insulated linesman’s gloves?
  • Chessboard? If you don’t use the correct opening sequence, won’t it be a surprise when one of your own pieces smashes your head in from behind? For that matter… why not something that most people won’t know how to play? Perhaps Go? Or Shogi? Mancala? Or any one of the thousands of variations of Fairy Chess? We want security here, not fairness.
  • Troll? Well, at least it doesn’t need to eat, drink, or have a bathroom if it only experiences time when the room is in “active” – but perhaps a helmet? After all, the FIRST troll was ALSO put down by a blow to the head. If you REALLY wanted to be sensible… why use a living creature when you’re expecting the attackers to be dark wizards who routinely throw unstoppable death spells? Why not use a golem or something?
    • Of course, the book gets a pass on this one, since this “obstacle” was set up by a character who didn’t actually want it to be effective.
  • Potions? Why tell the truth in your riddle-instructions? Bring your own keying potion and have ALL of the ones on display be lethal – or, if “detect poison” is a thing (it probably isn’t in the Harry Potter universe, since divination there is basically useless), have them be magic inhibitors or sleeping potions or some such. Make sure that some of them turn into clouds when opened, to avoid having some methodical pest opening and testing each one.

At least the bit with the mirror was clever.

Of course, the puzzles can’t be serious obstacles, or Harry winds up dead – but we CAN justify both Harry and Voldemort actually having to solve them to get through.

I could attempt to justify their simplicity by throwing in some sort of magical rule that renders such obstacles null and void if they aren’t “fair” or which adjusts them to BE “fair” according to the abilities of the people dealing with them (which would at least explain why they so neatly fit in with the abilities of Harry and his friends)- but a “fairness” rule that does that while still allowing Gringotts to have decent security, letting wizards use Imperius and Adavra Kadavra, and letting infants be saddled with prophecies, is going to be quite subjective and extremely contrived. In fact, such a “rule” would effectively be a semi-omnipotent force that breaks the fourth wall to adjust reality to be “fair” to whatever character or characters it has chosen to focus on. That’s pretty difficult (albeit not impossible) to justify within a setting, but it should be quite recognizable from our external viewpoint. HELLO Author / Game Master / Storyteller / God! Let thine all-powerful plot overcome all logic!

Now none of that is “proof” of anything because we’re talking about a work of literature. There’s no underlying reality there to test or to support an actual proof – but it makes a reasonable amount of sense in the setting, which is all we can rationally expect to get out of this kind of exercise.

So why is this relevant to gaming? It’s because the “puzzle chamber” is a pretty classic idea – and those pretty much always look a lot like the Sorcerer’s Stone puzzles. They’re solvable with the players resources (otherwise they just say “go no further this way” and end adventures), they have an implicit “no cheating!” implication (you do not cut the Gordian Knot, shrug and teleport past trap-tiles instead of figuring out the code, or blow up the animated game pieces rather than playing because the game master spent time on those puzzles and may not have anything else ready), and there’s pretty much always a time factor to consider. So here you go; a sample rationale for WHY those assumptions hold true for the next time you want to get your players to deal with some puzzles.

There are other methods of course. Perhaps they need to collect a magical key from each puzzle, and the keys will be destroyed if they cheat? Perhaps their opponent has information that they need and will not provide it if they do not win by the rules? The trick is simply to make sure that winning by the rules gets them something that they need – while cheating, bypassing the problem, or otherwise not bothering means finding another (and probably much more bothersome) route to success.

Continuum II: C’hi Powers, Part III

Introspection and C’hi Powers are well known for their relationship to the martial arts. At it’s most basic, this opened a special option for the “Mystic” category of basic martial arts maneuvers – C’hi Channeling, which boosted the user’s effective level for the use of Introspection and C’hi powers by +1 per level up to a maximum of +7 levels. The first level counted as three martial arts options, each level after that cost one additional option. This, of course, weakened the mundane effectiveness of such styles, but greatly boosted the effectiveness of any C’hi powers used with them. Higher level characters would still win a fight due to their far greater power reserves, durability, and advanced skills – but at least it took a few rounds and so allowed promising youngsters to be effective speed bumps, just like they are in martial arts movies.

Really high-end “martial arts styles” – the sort of stuff you find in over-the-top martial arts comic books where the characters shrivel people to dust with a touch, shatter small mountains, shapeshift, fly, and otherwise act like super-heroes and super-villains – tended to consist of little more than a list of Introspection and C’hi powers and ways that the style typically combined them. For example…

The Poison Claw Style was an exotic and almost entirely offensive form relying on hand attacks, usually from a crouched position.

  • The techniques most commonly included as a part of the style were Intimidation (an Introspection ability), Biofocusing, C’hi Drain, Eagles Claw/Crushing Claw, Hastening, Metabolic Control, Plague Carrier/ Poison Touch, Whirlwind/Whirlwind True, Amplification (Strength), and Sensory Stun (another Introspection ability).
  • Common combinations included the signature “Poison Claw” attacks (Hastening, Crushing Claw, and Poison Touch), exhaling deadly clouds of plague or toxins (Whirlwind and Plague Carrier or Poison Touch), ripping minor enemies apart to terrify others (Intimidation, Crushing Claw, and Strength Amplification), finger-snaps so powerful that they could render every one nearby blind and deaf (Whirlwind True and Sensory Stun twice), absorbing enemy toxins or encountered diseases to add to your own arsenal (Metabolic Control and Poison Touch or Plague Carrier as needed), and so on – with each adept developing their own preferred list.
  • Overall, the style tended towards swiftly crippling groups of opponents – making it easy for friends and allies to deal with them. It didn’t work so well on major opponents, since they were often highly resistant to the user’s abilities.

It didn’t bear much resemblance to the acrobatic, ice-based Glacial Wind Style (using Polarity Shield, Projection/Psychic Lance, Biofocusing, Dim Mak True (focusing on heat and cold), Binding (encasing opponents in ice), Iron Fist, Will Shield, and Acrobatics). The Glacial Wind could inflict impressive amounts of damage, but ran more towards “close with the major opponent and entrap him or her long enough for your friends and allies to take him or her out”.

Black Lotus Flower Style was focused on deception, rapid movement, and energy transfer, relying on hand strikes for offense and evasiveness for defense. It’s basic techniques included Sensory Stun/Mirage (introspection again), Kinetic Aura/True, Hastening/Ghosting, Light Foot, Acrobatics, Iron Fist/C’hi Pulse, Shockwave/Chiburst, Transfer, Natural Empathy/Vital Points, and Missile Deflection/Evasion. It was used to confuse and delude masses of enemies, keeping them striking at phantoms while the user took them out one by one with cheap precision strikes.

Stalking Death Style employed Persuasion/Mesmerism (an Introspection ability), Unpresence/Psychic Camouflage (more Introspection), Hypersenses, Vibration (used to shatter bones, open locks, stun with a touch, and combined with Resistance to allow brief intangibility), Resistance (Vibration), Precision, Focused Mastery (Stealth), Light Foot, Acrobatics, and Evasion/Vanishing – basically focusing on becoming a living shadow, capable of mesmerizing guards, passing through walls, walking through a crowd unseen, seeing in darkness, and bypassing all kinds of defenses.

And there were many, MANY, other styles. Pretty much every C’hi-using character came up with their own if none of the existing ones caught their eye. They didn’t always do a good job the first time around, but they could always pick up a new technique or two and retrain their list of personal maneuvers to do something a bit different.

Storm Weaver Style was a “natural disaster” style, focused on turning the environment into a whirling tornado-shield and firing masses of material like a cannon – whether loaded with grapeshot or solid projectiles. It could also generate shockwaves, hurl or turn aside avalanches, and devastate areas – although, it was very power-intensive. It was very much a niche style, since – for the most part – if you really wanted to battle armies and tear up the landscape there were major psionics and several kinds of magic that did it at much lower cost. Unless you were in a martial arts / C’hi powers ONLY campaign there wasn’t a lot of point in this.

Seven Finger Jitsu Style focused heavily on introspection, vital points, precision, and projected strikes – to the point where a master generally stood around with their arms crossed and entirely hidden within their billowing sleeves, making subtle finger gestures inside those sleeves to invisibly inflict various injuries on their opponents. It’s chief advantage was being set up to use almost no power. A master could pretty much keep it up indefinitely and often didn’t even appear to be doing anything but sneering at their opponents. On the other hand, it focused on individual targets, wasn’t overwhelmingly powerful even then, and wasn’t terribly fast in dealing with those targets. Rather like Darth Vader’s “Force Choke”, it wasn’t an especially good way to deal with an onrushing horde or a giant (and likely resistant) monster. Fortunately, adding in a few area effect options made it much more effective for adventuring purposes, even if it did kick up the power costs.

And to get back to the ability listing, here are the last of the…

C’hi Techniques

Plague Carrier: This technique allows the user to maintain, and adapt to, the presence of various virulent microorganisms in his bloodstream and tissues, releasing them thru the capillaries in his skin at will. While potentially very useful, this can have gruesome consequences when/ if something goes wrong. As a side effect, this grants near-total immunity to anything already present in the user’s bloodstream, and a fair degree of resistance to new “acquisitions”. “Poison Touch” allows the user to adapt similarly to carrying exotic chemicals in his / her bloodstream, including various poisons, drugs, and corrosives. However, unlike micro-organisms, chemicals are not self-replenishing. This ordinarily limits the user to whatever he / she has recently ingested. Further improvements include the ability to produce various chemicals internally, to selectively modify the organisms living in your blood (This usually means creating a resistant or weakened strain, but further improvements may allow genetic modifications) – and the ability to create antidotes, vaccines, antibiotics, and counter-agents, for the stuff you’re circulating in your blood. Perhaps sadly, this technique has a reputation as bad as, or maybe even worse then, Dim Mak. Even the occasional healer who specializes in the curative aspects of this talent will generally be regarded with grave suspicion.

Power Block: This handy technique allows the user to link an offensive technique with a defensive one, a trick which allows the user to block an attack using a technique such as Auric Shunt and strike back with the same, “defensive”, action. The advanced version allows the user to surround himself with an aura carrying the effects of another technique, which will affect anyone who touches the user. Unfortunately, unless this skill is otherwise improved, this has to be a technique that would normally affect another person. Further improvements could involve that aspect of the technique – but more commonly involve things like extending the radius of the effect, extending defensive abilities to shield a radius, or making such an effect a reflexive action.

Precision: This technique heightens the users fine muscular control, providing a substantial bonus on any action involving fine work or precise action – such as missile fire (especially thrown weaponry), striking at openings and joints in armor (reducing the protection it gives) – and when striking from behind or by surprise. The bonus is usually around +3, but it only applies if the user is attempting a precise action, in which case it usually compensates for some of the penalties. This ability is especially formidable if combined with some of the other psychic abilities – such as Vital Points. The advanced version further refines these techniques, increasing the bonus (to +5) and assists the user in any technique involving fine control of his or her nervous system and personal energies. Any bonuses with weapons due to this technique are not cumulative with “normal” martial arts skills. Further improvements may involve things like doing micro-precision work, perfecting the ability to stand absolutely still, working faster, and enhancing the users martial arts skills.

Projection: This deadly technique allows the user to link his own bioenergy field with his targets – and then transfer the effects he generates internally into them. Obviously enough, the auras of the user and the target must be in contact for this to work at all, and it’s much easier and much more dependable if the targets physical body is within the user’s aura. This usually limits this technique’s effective range to (Dex) feet. Worse, the concentration this requires generally means that using this technique requires two actions. It can be a dangerous technique to use as well, since linking your personal energy field to that of a major demon or an undead creature can be extremely dangerous to both parties involved. Even lesser incompatibilities can be bothersome. The simplest effect available is a ranged blow, but projection is often combined with other C’hi techniques to create more exotic effects. The advanced version directs, channels, and releases the effect along a projected carrier, without directly linking the user to the target. While this avoids the dangers inherent in linking auras (and extends the range to (Dex x 10 feet) it, unlike the basic version, can miss and can be resisted normally. The basic version quite effectively bypasses a wide variety of defenses. Both versions have trouble penetrating an area protected by a psychic shield, but most such shields are limited to protecting the user’s mind, not his or her body. Further improvements often involve blocking possible feedback, further extensions of the range, reducing the need for concentration, and channeling other energies through the link.

Psychic Aura: Is probably the strangest technique on the entire list. Closely related to empyrean magic, it involves physically manifesting a psychic construct based on the users aura. This can get seriously weird. Exactly what form the construct “takes” depends on the users personality – as well as on what they attempt to develop. Examples include; blazing Inner Light, which “dispels the darkness” and “drives back that which is impure”, grasping, Manipulative Tendrils that entangle and manipulate all who approach, Good Vibrations, that damp hostilities, evoke friendship, and make everyone in the area feel good, the Dragon-Form, a type of psychic exoskeleton, the sullen, vengeful, rage of the spirit-choking Balefire, the slippery/evasive shield/disguise of a con-artist’s Doppelganger Field, and the hypnotic, devouring, inner darkness of the Myndwulf, which was capable of tearing thoughts and memories out of people’s minds. The exact powers and nature of a psychic aura vary, ranging from things like a “simple”, physical, repulsion of enemies to outre’ philosophical abilities. Advanced versions tend to improve and expand on the basic effect – but the most common improvement is to extend the range. Other improvements may include; manifesting related effects, reducing the psychic strength costs, reducing the time it takes to call up the manifestation – or evading the possibility that the construct will begin to influence the user. Psychic Auras are normally built with the Power Armor rules. Unlike actual power armor, however, they tend to be very short-term and expensive to maintain, even if they do offer an unusual range of special functions. .

As a more modern note… if you’ve just GOT to be Naruto or Etrigan or something, this is one way to do it; that’s really just adding drawbacks to your construct to make it more powerful and semi-independent.

Psychic Purging: Is a straightforward effect used to expel foreign energies, substances, beings, and so on, purging the users mind and of all such influences. The advanced version extends the effect to the user’s physical body as well. Psychic Purging can thus be used to eliminate poisons, compulsive effects, and other intrusive things, but the energy cost is proportionate to the strength of the effect. This normally requires both some time and quite a bit of concentration. Further improvements often involve reducing those requirements or extending the effect to break off unwanted contacts or links. A rare improvement is to reduce the use of the technique to the unconscious level, making it very difficult to keep the user from using the technique to throw off mental influences.

Psychic Reservoir: A simple technique that allows the user to accumulate a greater-then-usual reserve of psychic energy – increasing the user’s maximum psychic strength total by (Level) points. Further improvements increase the maximum by half a point per level. Unlike other techniques, there are few complications involved in either the basic or in the improved versions. It does have a side effect, in that each level beyond the second boosts the users limit for the safe expenditure of psychic strength in a round by one point.

Psychic Shield: This technique enhances the users ability to resist psychic probes and attacks, generating a low-level barrier against psychic contact. The basic version is fairly effective against simple suggestive, emotional, and hypnotic effects, and will protect the user from casual psychic scans and passive psi-senses, but is of little use against directed probes and attacks relying on raw power instead of subtle influences. The advanced version lets the user actively resist psychic attacks and related powers, including compulsive spells, fascination, hypnosis, and telepathic assaults, although this can get expensive. Further improvements may allow the user to identify the source of any psychic attack, generate a shield against projected psychic abilities, protect an area, hurl away living beings by “repelling their auras”, or create a permanent (if low-level) barrier.

Resistance (Specify): This handy technique allows the user to resist a particular effect, whether a form of energy, a class of substance, or a particular type of attack. Possible effects include acid, electricity, telepathy, fire and heat, and impact. The major limitation is that such effects must generally affect the targets entire body – which weapons generally do not. Note that “resistance” is not “immunity”. It only reduces the injuries caused by major effects – although minor ones can be ignored. A character with “resistance to fire” can easily pick up a coal to light his (or her) pipe without injury, but toppling into lava will still be a bad experience – if far more survivable than usual. The advanced versions can provide near-immunity to broad effects and resistance to powerful focused attacks (such as weapons), but are active effects, and so require conscious expenditure of psychic energy. Further improvements usually involve reducing the cost, making them “automatic”, or expanding their protection (EG; Acids to Corrosives to (eventually) Dangerous Chemicals).

Self Healing: The technique maintains and repairs the user’s body, restoring it to its normal state. As such, there are no short-term supernormal enhancements associated with this technique although it does provide innate self-diagnostic abilities. The basic form allows the user to regain (1D6+1) points of vitality per psychic strength point expended, up to a maximum of (End/3) “points” of psychic strength per day. While the basic level is not sufficient to simply cure major diseases or counteract powerful toxins, it is capable of handling most lesser problems and moderating the effects of greater ones. It allow the user to shrug off pain, tension, lack of sleep, thirst, hunger, and a variety of other discomforts – within reason, since the cost will increase as the problem becomes more critical. Remaining awake and alert for a few days is trivial, a few weeks is considerably harder, and a years at a time is extremely expensive. The advanced form extends the curative functions, allowing the user to counteract virtually any disease or toxin. It also allows the user to extend the benefits of the “basic” level to others. Further improvements include reduced aging, slow regeneration of lost limbs and organ, stabilizing the user’s body against overloads, stress, and environmental problems (such as dangerous, but not instantly deadly, levels of radiation, temperature, low oxygen, and toxic chemicals), remaining active despite severe injuries, and even (temporarily) resisting death.

Senethar: This ability channels energy within the user’s bioenergy aura, a talent related to Auric Shunt but attuned to energy rather than matter. The “basic” version used passively provides a modest (+3) bonus on the users Resistance Rating and Defense Rating vs energy-based attacks. In active mode, it lets the user attempt to divert individually-targeted energy attacks – as well as to attempt to tap and channel energy sources within his or her aura. The advanced version permits the user to attempt to divert or reflect such attacks on an “automatic” basis. While this is not effective on area effects, it does provide a +5 bonus on relevant Resistance checks. Further improvements often involve focusing and projecting available energies and area-effects, grounding energy sources, increasing the effectiveness of the basic functions, learning to manipulate purely magical or psionic energies, instead of accepting the usual limitation to quasi-physical ones, storing a circulating “pool” of energy, and channeling energy into barriers.

Sexual Techniques: Always one of the most popular (if, perhaps, not one of the most practical) available disciplines – incorporating enhanced sexual endurance, skills, sensitivity, and attraction along with perfect control of fertility and the bodies physical responses. The advanced version extends this to the auric level – adding a seductive aura, pleasure-sharing, and similar talents. This technique is often combined with others, such as Mindlink, Precision, and Relaxation – although addiction may become a problem. Further improvements may include easing pregnancy and childbirth, using the energy of the activity to recharge psychically (possibly even to above normal limits), “charming” / fascinating the possible partners, creating various kinds of links, the ability to use other talents on your partner, pheromone generation, deliberate addiction of others, physiological and/or genetic manipulation of the children, using the energy surge to boost other abilities beyond normal limits, and resistance to disease.

I’ve never seen any point in trying to pretend that this would NOT be one of the most popular topics of research and development in any field that covered it. My usual ruling was that this particular field of study could just be noted as background characterization (like “my character is really good-looking and gets invited to a lot of swinging parties!) unless you expected it to actually have notable game effects (like “my character is so good-looking that he/she just gets admitted to see important people without question”) – in which case you had to actually pay for it.

Shadow Casting: This bizarre technique allows the user to “split off” portions of his self – of his or her personal mass, vitality, psyche, and energies. Such “shadows” may embody a fraction of the users energies in general, or a particular portion of the users power and personality. In either case, they are usually physically intangible (and can’t “die” by normal means) – unless they embody a major fraction of the user. Both psychic and magical senses will detect them as “real”, if weak and partial, presences. Shadows can be used as scouts, diversions, and even as weapons, but they are splendid links to the user, and will generally be missed if he or she doesn’t get a chance to re-absorb them. Splitting off too much of yourself is dangerous, especially over long periods of time. The advanced version allows the user to reshape a shadow – either internally, granting the user the ability to draw on the powers of whatever type of creature he’s reshaped a portion of his “self” into (QV; Weres) or to be released, creating a kind of “companion creature”. Such creatures are still shadows and remain telepathically linked to their creater over a fair range. Further improvements may involve giving shadows greater solidity, self-duplication, drawing on were-creature powers, placing a part of your self into another body, using a reshaped shadow as a disguise, and entirely disassembling yourself and re-assembling somewhere else. It’s also possible to set up a “repertoire” of different shadows, but this takes practice.

Shockwave: A simple, if expensive, technique that unleashes an overwhelming wave of pure psychic energy. In itself, this is simply a stunning, concussive, bolt of force – however it can be propagated through objects unless they’re resistant to psychic energies and can act as a “carrier” for other effects. The shockwave can be projected up to (Dex x 10) feet or be extended as a cone out to the limits of the users aura. The advanced version simply allows the user to push beyond those limits, at a cost dependent on how far the ability is being pushed. Shockwaves are incredibly “noisy”, on the psychic level, if not always on the physical. They tend to disrupt psychic constructs, shatter spells with psychic components (such as most illusions and mental manipulations), stun psychic sensitives, and otherwise make a mess. Further improvements usually revolve around making it cheaper to use, extending the disruption-effect to the physical or magical level, or learning to attune it to specific targets or types of targets, thus making the effect selective.

Somatic Control: This technique allows the user to manipulate and augment his or her bodies physical processes on the gross level, manipulating heart rate, blood pressure, skin temperature, need for sleep, food, and water, breathing, and so on – supplying any shortcomings (such as there being no air to breathe) with psychic energy. While this control can be used for an immense variety of “yoga” tricks, it’s most dramatic use is in resisting injury through control of bleeding, shock, and repair processes. The basic version allows the user to transfer a part of any damage taken from injuries, toxins, or diseases, to his/her psychic reserves and to resist effects which “drain” attributes. The advanced version extends the basic abilities, and adds new ones; it can be used for self- healing, to resist or suspend the effects of injuries, and to briefly “push” the user’s other psychic abilities by boosting neural activity – a potent, expensive, and dangerous technique. The user can suspend the effects of some single attack for up to (Wis) days, but cannot recover either physically or mentally until the damage has been dealt with. Further improvements cover things like ignoring mortal injuries, feigning death, boosted recovery of psychic energy, enhanced ability to absorb injuries, and neural surge techniques.

Transfer: This is the technique of nonresistance, of “allowing” energies to pass through the user’s body and aura without interacting with them. While not totally effective, it can reduce the effect of such attacks by up to 90%. It’s even possible to transfer the kinetic energy of material objects, although this doesn’t work very well against precisely-focused (arrows, thrusting attacks, etc) or continuously-driven (EG, chain saws and rapiers) attacks. It also has a minimum “threshold” of about ten points of damage. Below that point it simply isn’t possible to drop the resistance low enough. This is a very expensive discipline to use – and so is probably best saved for the “big stuff”. The advanced version allows the user to attempt the opposite tactic – increasing their “resistance” to the point where the force rebounds against its source. While this tactic can be spectacular, it’s also dangerous. If the force overwhelms the users resistance, he or she will absorb the full impact – often as structural damage. Boosting your resistance this way tends to forfeit a lot of the “give” usually inherent in living structures. Further improvements often include somewhat reducing the cost, transferring attacks into someone else (this trick has the same sort of disadvantage as “reflection” does. If the victim manages to resist, the user will absorb the full effect), protecting the area within your aura, or extending the effect to several attacks within a brief period.

Vibration: This technique allows the user to generate powerful vibrations, either internally, or in whatever he or she touches. While this can be applied in a variety of ways, the most common is to shake, disrupt, or shatter whatever it’s directed against. Other uses range from massage, through removing tarnish, to countering sonic attacks. The advanced version lets the user generate a powerful “pulse” of vibration or a vibratory “shield”, a trick which makes him/her nearly impossible to hold. If combined with an appropriate resistance, this can even be used to render the user intangible, if usually only briefly. Attempting such internal tricks without the resistance is often painful and (in the case of attempting full intangibility) sometimes fatal. Further improvements include causing structural damage, “reaching into” the other aspects (subdimensions of reality), seeking out resonant frequencies to use to destroy things, subsonic manipulations of emotions, inducing severe vertigo, countering vibratory effects, knocking people out, and ignoring armor.

Vocal Control: This subtly potent technique begins with “basic” mimicry, permitting near-absolute mastery of tone, inflection, and accent, as well as the allowing the user to effectively imitate an incredible range of sounds – often at remarkable volume. It also makes it easier to acquire languages – reducing the skill point cost by one, to a minimum of one. The advanced version extends this to the ability to interweave subtle tones and inflections in normal speech – weaving suggestions and insinuations, subtly influencing moods, and issuing abrupt orders with a fair chance of being obeyed. Such tactics work best on well-known individuals, poorly on strangers – and not at all on unknown races. Further improvements include a hypnotic voice, a “great shout” (capable of deafening people a breaking windows within a radius of several hundred feet), focused speech that “carries” only to its intended target even at great range, generating a telekinetic field within the users aura which acts as a kind of “amplifier” or “speaker”, psychic projection of meaning along with the words, or further linguistic enhancements.

Whirlwind: This deadly technique permits the user to attack everyone within his or her bioenergy aura, a radius in feet equal to his/her dexterity. While this may be a basic physical attack, many characters employ more exotic techniques, ranging from a nerve strike to plague carrier. Sadly, using such exotic techniques with the basic version requires paying for each attack separately. It does, however, allow the user to selectively exempt possible targets if he or she so desires. The advanced version permits the user to simply pay twice the price of a single attack for the full sequence – but doesn’t allow for leaving people out. Further improvements may permit launching an entire rounds attacks instead of a single strike, reduce the cost, allow target selection with the advanced form, make simple attacks automatic, extend the effect to three dimensions (and possibly even beyond that), creating a sphere of a long-term effect, or simply pushing people away automatically.

Will Shield: This handy technique allows the user to superimpose a counterpattern to an incoming psychic (or mystic) effect on his aura – making any resistance check an all-or-nothing proposition. Fortunately, the user can generally “feel” whether or not he can handle the incoming effect. (In game terms, the user may pay for using this technique after a successful resistance check to fully nullify the attack. If the roll fell in the marginal success or marginal failure range however the user may still pay for the attempt – but will have to roll again. It might or might not work. A failure will leave the user too busy dealing with the collapse to resist in any other fashion). The advanced version allows the user to blunt an effect that overwhelms the counterpattern, increasing his level of success by two levels. Further improvements may involve learning to resist internal effects (poisons and such) similarly, gaining bonuses on particular categories of rolls (EG; either vs particular items, such as “drugs and toxins”, or on rolls against a particular attribute), resisting the effects of shock, countering subtle mental effects and influences, ignoring distractions, or making great efforts.

The Introspection and C’hi systems allowed characters using them to have unique styles and suites of abilities, while still being free to attempt hundreds of different tricks with varying chances of success depending on their underlying abilities. Of course, it also required a lot of on-the-fly game master adjudication. That was the main weakness of Continuum II; the players had a lot of fun – but it took years of play before any of them were really ready to run a game of their own because they needed to understand how everything worked before they could easily figure out what was likely to happen when a player tried something outre on them.

It was also possible for it to backfire. For an example, when the party was attempting to deal with a water mage who’d set up shop in a swamp, they found that his tower was made of water – and simply flowed into gaps and otherwise repaired itself when they tried to breach it. One C’hi master announced that he was going to “channel an enormous pulse of energy into his metabolism and briefly enhance it to “bomb” speeds, channel that thermal energy into a reserve before it could injure him, and them project it – creating the equivalent of a massive shaped charge to blow away a chunk of the tower. He acknowledged that this was potentially suicidal when I warned him – but he went ahead and tried it anyway.

He didn’t manage to project the energy before he lost control. The resulting blast pretty much vaporized him, but also blew away a large chunk of the tower.

And then another character with far less training and skill announced that – since the first attempt HAD taken down a lot of the tower – he was going to try the same stunt. The rest of the players told him he was insane, but he insisted.

Still, two such blasts did take out most of the tower, so that was something I suppose.

Similarly, when Arthur attempted to put together a combination to let him meditate his way back to the present (linking himself to the planetary biosphere to get the strength to maintain his body and putting himself into a healing trance to maintain his mind) after being stranded on an alien world  a hundred and forty million years in the past, he made most of his checks – but lost track of his body, and wound up greeting his friends as the spirit of the local biosphere. That really put a crimp into his ability to go adventuring until after he figured out a way to make an Avatar.

Continuum II: C’hi Powers, Part II

Quite a lot of things in Continuum II ran on the same general mechanic; you had a power defined by how it worked and by it’s theme. You could attempt anything within your personal limits for handling energy and the limits of whatever energy source you were drawing on that fit in with how it worked and with that theme, at a cost determined by how much power it would require and a difficulty determined by the level of fine control it required – with most basic actions being simple enough not to bother rolling for.

So you had Electrokinesis and you wanted to throw an electrical bolt? A high power cost (depending on the damage and range you wanted), but a really easy control check – so easy in fact that you normally didn’t need to roll that control check because success would be automatic. You wanted to override the circuits of an electronic lock to open a door? Not much power required, but you’d want a lot of fine control – so a difficult roll (made much easier if you had some applicable special senses so you weren’t fumbling around blind). You wanted to reach into a computer you’re touching and directly enter some false data? Almost no power – but a virtually impossible check unless you had supplementary powers like “computer emulation” to make it more reasonable, and probably tricky even then.

Psychic Powers fueled by your personal energies (C’hi powers if they normally operated inside your own energy-aura, and so had direct control feedback and a big break on control checks, Psychomancy if they projected energy beyond that range and so gave smaller bonuses) gave bonuses to control, but had much lower upper power limits because your body only had so much energy available. Powers fueled by available external sources of energy (minor psionics) had no modifiers. Powers fueled by remote, but almost unlimited, cosmic energy sources (major psionics) could accomplish incredible things – but required a low transfer impedance to avoid frying the user’s brain with the waste energies and made fine control extremely difficult. Not too surprisingly, characters who opted to focus on stealth, manipulation, and otherwise being subtle tended to go for personal-energy based powers, those who wanted to balance power and control went for minor psionics, and those wishing to deal in vast amounts of raw power went for major psionics. They could all be equally effective in combat of course; using personal energies to pinch someone’s aorta shut worked just as well as using cosmic power sources to crush them with a mountain.

With psychic powers you could improve your control with rituals, tools, and time, and/or improve your raw power with boosters, foci, and channels. If you wished to extend the theme, or make a power cheaper to use, or improve your fine control, or vary it in a lot of other ways, you invested more skill points in it. That had an upper limit of seven in total, but let you personalize and improve your favorite powers and uses thereof.

Overall, I’ve always preferred this general approach; it means that there’s a lot of ways for a thoughtful player to solve problems and manipulate their character’s powers to meet particular challenges.

And to stop musing and get back to the C’hi power descriptions from lo, those many years past…

C’hi Techniques

C’hi Infusion: This technique allows the user to transfer psychic energy (or vitality) to someone else, usually on a temporary basis. The user simply attunes his bioenergy field to the recipients and channels his or her energy into them. While this sounds simple, the actual technique is fairly complex, and merely setting up the link requires a certain amount of energy. Fortunately, physical contact usually makes it easier. The advanced version lets the user “guide” the recipient’s internal energy flows, making it far easier (and much safer for the student) to teach c’hi disciplines – and even allows a teacher to temporarily imbue his target with some of his own techniques, catalyze a shapechange, or help them heal wounds. Interestingly, this also allows a “teacher” to study his “students” techniques. Further improvements generally revolve around deeper transfers (EG – skills, knowledges, and languages), fast teaching, fast learning, and amplifying the recipients power. As a rule, transfers are temporary. A permanent transfer leaves the donors power permanently decreased, and can lead to problems like those noted under in C’hi Drain, although the voluntary nature of this transfer reduces them somewhat. While it’s possible to manage permanent transfers without the donor actually dying, unless the donor and the recipient share a great mental affinity, the mental link it creates can easily lead to madness.

Compensation: This ability is most useful to characters with a major permanent impairment, but can be handy to anyone who suffers an from a permanent or temporary handicap. Users simply force their (unimpaired) aura to replace the function of the damaged organ. This ranges from managing with a sore foot up to compensating for total blindness or even a missing limb or organ. Such “compensation” is effective – if often odd – offering minor advantages and disadvantages over the original ability since this is a psychic effect with limited range. A blind man could use this skill to “see” – but might find that, while his visual range is limited, many illusions do not register at all. A phantom limb would have no trouble picking up something hot or picking something out of acid, but might be shocked by something carrying a strong psychic charge. The advanced version acts as a form of empyrean projection with a limited range; the user may explore the psychic aspects of the material world(s), but cannot reach the deeper levels of dream, the various afterlives, or the conceptual realms. Further improvements include things like boosted physical functions, doppelganger effects, the ability to make an easy transition to the empyrean level upon physical death, or even the ability to make such transitions at will (going is easy, rebuilding your physical body when you want it back is a lot harder).

Dim Mak: This technique uses a focused burst of energy to disrupt the target’s life processes, usually on the neurological level. Obviously enough, there are many possible variations. The best-known effect is, naturally enough, the infamous “Death Touch” – causing severe, immediate, damage, pain, shock – and/or neural disruption. More specific variants include “draining” various attributes, stunning or paralytic effects, the “laughing death” (IE; causing uncontrollable spasms in one form or another), and simply inflicting incredible pain. Advanced versions of such skills allow the user to inflict either greater or delayed injuries, causing a subtle, cumulative, disruption, which may eventually kill or cripple the victim. Such subtle effects can go unnoticed for some time – possibly becoming extremely serious in the interval. Further improvements usually involve making such “injuries” more difficult to heal, expanding the number of variations available, or using the technique to disrupt the use of other powers.

Dragon C’hi: This technique allows the user to tap other energy sources to rebuild his personal psychic reserves. Such sources may be magical or physical in nature, but each separate source requires an individual variation or improvement on this skill. Common sources include personal magical powers, symbiotic spirits, great heat or cold, lightning, and so on. These sources must be internal to, or directly in contact with, the user for this talent to operate. The advanced version allows users to draw on fields in the immediate vicinity, such as the electrical power being released by a storm. Note that, while “bio-energy” is a popular choice, the user can only tap excess energies, he cannot forcibly take it. The “third level” of this ability is often used to power C’hi skills directly, greatly reducing their cost. While this may effectively supply several points of C’hi per round, self-recharging is a far more delicate process – and cannot be accomplished at this rate from external sources. There is, however, no fixed limit on recharging through the conversion of exotic personal energies. Further improvements usually involve extending the efficiency or range, learning to tap additional energy forms, or building up “pools” of extra energy, either psychic, or in the original from.

Eagles Claw: This handy technique exploits the natural tendency for creatures to focus on their manipulative organs. Focusing the bodies energy there enables the user to grip with superhuman strength. This makes it extremely difficult to dislodge the users hold, disarm him or her, and so on. It also lets the user to grip even the tiniest surface irregularities, allowing him or her to readily cling to almost any surface. Those already skilled in climbing will find that they can easily cross ceilings and similar obstacles. The advanced version enhances and extends this power, allowing the user to crush stones, bones, and so on, with his grip. While much too powerful to be used in ordinary climbs, it can be used to scoop out or break off pieces of the surface, so that others can easily follow. Obviously enough, such strength has an immense variety of other uses. Further improvements often involve imbuing the hands with incredible toughness, extending power through the arms and shoulders, or enhancing precision and speed to inhuman levels.

Energy Absorption: This technique allows the user to act as a “capacitor” for some form of energy, using his or her body to absorb and store it. The basic form is essentially defensive; the energy is first absorbed and then gradually dissipated into the surrounding area. The advanced form allows the user to control that discharge, storing and directing it. Unfortunately, this has a far lower upper limit then simply dissipating an overload. (Storage limits are usually Endurance – 6 “levels” of magic, Endurance “points” worth of physical energies, and Endurance + 6 points of psychic energy). Further improvements usually involve increasing that limit, storing complex energy patterns (Spells and such) – or imposing a simple pattern on the usual raw energy discharge (for example, creating laser beams instead of simple solar discharges).

Evasion: This technique allows the user to shift his molecules from point-to-point within his bio-energy field at near-sonic speeds – an effect which gives the appearance of near-instantaneous movement. While this is most commonly used to evade attacks, it can also be used to get into position to attack, reach cover, duck out of sight, cross crevices, and so on. Unfortunately, any substantial intervening barrier will block the use of the basic form. The advanced version, or “Vanishing Technique”, allows the user to rearrange his molecular structure in transit, allowing him to penetrate simple barriers, vanish without a “strobe effect”, and escape from bonds. It does not allow him to retain an altered molecular structure at the “end of the trip”.

The most common variant form is “Face Dancing”, the ability to reshuffle your personal molecules while remaining in place. The basic form of this ability allows the user to modify his or her; features, coloration, apparent (but not actual) mass, and general body type, within the limits of the basic humanoid (or whatever) form. While this usually includes the users clothing and gear, large amounts of inorganic material may require enough extra energy to be impractical. The advanced version permits a full shapechange to a non-humanoid form, giving the user access to any innate, physical, powers which that form possesses. Sadly, due to the great complexity of this feat, each such form must be acquired separately.

Further improvements commonly revolve around things like repairing damage, adding new or improved physical systems to the users body, combining features from two or more forms (“Wereforms”), or simply acquiring extra forms.

Focused Mastery: This ability permits the user to focus his psi-energies on enhancing his use of various skills or small groups of skills, although the broader the group chosen, the smaller the bonus. At the basic level, the user may select three such skills or groups of skills to enhance – although his (or her) selection is restricted to basically physically-oriented skills. Typical selections include various athletic, combat, and stealth skills, although others are possible. Typical bonuses range from +1 to +5, depending on the breadth, relevance, and importance, of the skills selected. The advanced version provides an extra “+1” on the bonus and allows the selection of two additional areas to boost, either or both of which may be mentally-oriented. Any further improvements generally involve adding an extra area and/or increasing the bonus – to a maximum of +6. Variants which boost the users effective level of mastery of a skill exist, but can get tricky. Pushing the limits of your mastery of dance is unlikely to result in more than stiff muscles or perhaps a strain. Pushing your mastery of – say – shapeshifting presents considerably greater hazards.

Focusing: This handy technique is used to channel the users full effort into a precise moment – commonly the moment of impact when hitting something, but other applications exist. Used in combat, the basic version allows the user to inflict maximum damage with a blow. The advanced version is more flexible. Used passively, it increases the users Damage Bonus by his (Level/2). In active use it takes an extra three phases to invoke, and can be used to either inflict structural damage or to combine a round’s attacks or efforts as a single action. Such combined actions are made with a +3 bonus and have the combined effect of all the actions they replace. While both options can be employed, that requires five extra phases instead of three. Further improvements usually involve the using focusing in combination with special abilities or reducing the preparation time.

Hastening: This technique uses psychic energies to accelerate the user’s metabolism and reflexes – allowing him to select any two enhancements from the list given below. No single enhancement may be selected more then once at the first level. Each additional level allows the user to select two more enhancements – although no one enhancement may be selected more then three times. Selections are permanent once made. The possibilities include Attacks (+1), Initiative (-2), Movement (+8″), Actions (+1. Incidental, unresisted actions only. This means things like getting something out, tying a knot, and so on. Not movement or attack actions, although this does let the character get lots of work done quickly), Resistance to “Slow” Effects (Permits the character to compensate for the effects of efforts to slow him down through magic and psionics, although each effect must be countered separately), Ghosting (a tactic that employs bewilderingly rapid movement to produce an illusion of multiple images – making it difficult to determine the users exact position and angle of attack. This grants the user a “+2” to his Defense Rating and Resistance Rating against individually-targeted attacks and a “+1” on his Attack Raring, provided that the foe has no method of countering the effect), and whatever else the GM and player can come up with.

Hypersenses: This useful technique increases both the users sensory acuity and range. The basic effect is a simple “+3” bonus on the users perception rolls. The advanced version is applied to a particular sense, and permits both active and passive enhancement. The passive version generally provides a “+5” bonus on appropriate perception rolls and an extended sensory range, allowing the user to see slightly into the ultraviolet and infrared ranges, feel electrical and radiation fields, hear sub- and supersonic frequencies, taste normally tasteless substances, or smell weird things, as appropriate to the chosen sense. Active enhancement allows things like telescopic vision, master-class safe-cracking, and a variety of other tricks depending on the sense. Any further improvements usually mean simply extending the active version to additional senses.

Iron Fist: This skill allows the user to channel a burst of psychic energy through whichever limb he uses to attack with. While the basic effect gives the users unarmed blows Attack Rating and Damage Bonus bonuses of +(Level/3), generates a blinding psychic “flare”, and allows the users blows to affect creatures normally resistant to such attack, it’s primary purpose is to learn to generate and channel that burst of energy. The advanced version allows the user to focus that burst into a concentrated pulse, an effect which can be used to cause tremendous damage to inanimate targets or quite a lot to living beings. The pulse can also be focused into another ability, vastly increasing it’s effects. Further improvements usually involve using the pulse to overload psychic blockages, focusing it into specific abilities, or converting the pulse into other forms of energy. A chi pulse usually multiplies the effectiveness of whatever technique it’s fed into by the same factor as it multiplies the points expended in using it. This is usually limited to around three times the normal level of effect. Going beyond that risks psychic burnout.

Iron Flesh: Is a basic toughening technique which allows the user to resist injury through inner control and conditioning exercises. It can be used both actively and passively. The passive version slightly enhances the users Defense Rating and Toughness (+2 each). Actively, it can be used to attempt to “moderate” an attack – reducing the damage by 50% with a successful Endurance roll. The advanced version channels psychic energies into the outer level of the users aura, generating a protective force field known as protective air or “golden armor”. Passively, this technique is simply a more effective (+3) version of Iron Flesh. Actively, it’s a visible glowing aura, offers increased (+5) protection, and extends somewhat beyond the surface of the body. Further improvements may offer increased defenses, allow the user to extend his protection to someone or something he or she is holding, or enhance the users ability to resist specific forms of attack.

Kinetic Aura: Allows the user to impose a simple kinetic vector field on his bio-energy aura, generating any of a variety of effects, ranging from just pushing everyone away, to cyclones and wedges of pure force. The effect can be tuned to living things, unliving things, or (weakly) to both, but this must be decided when the ability is acquired. The advanced version will either greatly increase the strength of the effect – or allow the user to “re-tune” it at will. While not usually the best form of attack against an individual, this talent is especially useful against barrages of missiles and/ or large numbers of attackers. One popular trick is to raise a sphere of whirling junk as shield, weapon, and source for a barrage of missiles. Further improvements usually involve strengthening the effect, more complex fields, selectivity, maintaining an air bubble / force field, or simply throwing things around skillfully.

Latent Energy: Put simply, this is the art of the delayed effect. While only of value when combined with some other C’hi ability, the user may delay the effect of that ability for anything from seconds to a week or so. Greater delays are possible, but the latent energy is increasingly likely to dissipate in the interim. As a rule, latent energies can be detected by any form of psychic scan, although more subtle effects can be hard to analyze. The advanced version of this skill allows the user to trigger (or dissipate) the “latent” effect remotely, at ranges of up to (Per) miles. One popular trick is to “pay” for several attacks, set to “go off” sequentially, effectively making the attack continuous over several rounds. While expensive, this still only counts as one action – and the cost of this skill need only be paid once. Further improvements often involve selective effects, various “automatic” triggers, and the ability to “store” raw psychic energies.

Light Foot: This dramatic ability allows the user to “brace” his personal energy field against another – given a clear boundary to focus on. This allows him to “touch” the field and any associated substance without actual contact. It can thus be used to move over water or cross mud without leaving tracks, to walk on a thin wire, or even to stand on intangible energy fields and illusions. Other applications include handling objects without actually touching them and striking immaterial beings. The “advanced” version dispenses with the need for a visible boundary, permitting the user to “walk on air” or float around. Further improvements usually involve speeding up (often in combination with other techniques), a form of “immovability”, or simply making “steadying yourself” a reflexive act.

Metabolic Control: This complex talent allows the user to manipulate his or her own biochemistry and metabolism. While this helps the user stay comfortable in hot or cold weather, most users are more interested in the “+3” bonus against toxins and disease and in the way it similarly increases the users healing rate and the effects of occult healing effects (also by +3). Other uses include; enhancing your stamina, compensating for a poor or minimal diet, going into hibernation, and so on. The advanced version allows the user to create new enzymes and take such metabolic tinkering to an extreme, permitting him or her to counteract most toxins, digest cellulose, drastically slow the aging process, go into suspended animation, stay comfortable in extremely hot or cold weather, resist metabolism-altering effects, and further enhance their healing processes (+5 instead of +3). If appropriate complementary techniques are used to avoid destroying yourself, metabolic control can be used to generate tremendous internal heat or cold. Further improvements may involve adapting to outre’ environments (breathing water or toxic gases, extremes of temperature), easing the necessary rolls, generating peculiar biochemicals, form changing (basically a total physical redesign. This can be very tricky), and genetic shifting (do-it-yourself designer genes or even changing species). Some of these tricks take a lot of time, or power, or both, but the real limiting factor is usually knowledge and control.

The Bio-enhancement variant involves tinkering with your bodies structure and natural chemical balances in an attempt to improve things. Unfortunately, the body is a complex interactive mechanism – and improving one thing usually means paying a price elsewhere, if only in the form of overload-stress. However odd it seems, artificial physical augmentations fall under the rules for Cyber/Bio-ware, regardless of how they’re induced. Such augmentations are innate once “installed”, and so do not require even the passive use of this skill to sustain. While c’hi-based “cyberware” is easy to “purchase” and “install”, both the selection, and the number of cyberware points available, are sharply limited. Selection is primarily limited by what the GM can be talked into allowing. The “point value” is limited to three times the users level of Bioenhancement skill. The Pheromones variant allows a subtle manipulation of the users body chemistry, generating chemicals which subtly influence the attitudes, reactions, and moods, of those around the user. The effect is sharply variable, depending on the local conditions and the users actions. Pheromones tend to augment the users social talents, not replace them.

Mystic Channeling: This technique taps the user’s personal mana, allowing him to wield a small selection of cantrip-level magics. The “basic” effect allows the user to acquire a selection of (Intellect/3) cantrips. (This may be modified by skills and techniques such as Eidetic Memory). Unfortunately, wielding them drains both the users personal mana and psychic strength. The advanced version expands this list to (Int) cantrips and allows the user to counteract cantrips. Further improvements might include various mystic “senses”, access to small (Int/3) lists of higher-order spells (Up to level 3 at the most), and improved countermagics. All of this is, unfortunately, limited by the fact that personal mana tends to be an extremely limited resource itself. Note that Mystic Channeling DOES NOT permit faerie, demons, and gods, to channel their dynamic mana flow / Might into magical effects. Linking together their chi and might that way is an extra two-point Talent (Major Ramifications on the C’hi powers), and has the potential to completely unbalance the game. Combined with a good memory, it would allow them to work extremely powerful magics. Combined with Dragon C’hi, it would allow them to do so almost endlessly. GM caution is advised.

Parting Waters: This technique generates a “wedge of force”, a field within the user’s aura which causes a violent repulsion between objects. Perhaps the most spectacular use is to literally “part the waters”, but parting things like flights of arrows is somewhat more practical. It’s also a great way to get through crowds and brush. The advanced version enhances this effect to the point where it can disrupt, and tear apart, solid stone. While a handy escape technique, this is hard to beat when you’re looking for a dramatic way to express yourself or if you’re annoyed with a door. Further improvements normally involve things like generating a spherical shockwave, faster burrowing, using the field to hurl things away, erecting a force-field sphere, or focusing the disruption-field to do fine work with it.

Polarity Shield: This technique requires that the user have a recognizable “polarity” – a personal theme or style. Given that, the character may then choose to be highly resistant to that style or to it’s opposite. Thus a “Master Of The Glacial Wind” might be resistant to either extremes of cold or to fire and heat. Such resistance extends to various levels, hence a “Servant Of The Light Incarnate” might be resistant to darkness in all it’s various forms – magical, psychic, negative emotions, and so on. The more general the effect which the shield protects against, the weaker the resistance it grants is. The advanced version can either be used to protect a modest radius or as a more potent version of the basic shield. Thanks to the immense variety of possible “polarities”, the mechanics of any particular case must be worked out in consultation with the GM. A fixed percentage, a reduction by the users level, or a bonus to resistance rolls, are among the simpler ways. Any further improvements must be negotiated.

Continuum II: C’hi Powers, Part I

The next few posts will be another segment of the Continuum II rules – a set of rules I’ve had knocking around for many years now. Since they were designed to be modular, some parts may find a home in pretty much any campaign. This particular module is concerned with second-order Psychic Powers – commonly known as C’hi Powers.

Continuum II used a scale of 1-6 for several universal constants. For Psychic Powers, which involved transferring energy through the Empyrean Plane the important one was Empyreal Transfer Impedance. At 6, psychic powers did not work. At ETI 5, only Introspection powers – abilities based on awareness of your own energy field and how it interacted with other energy fields – operated. At ETI 4, you could also use C’hi powers – abilities based on manipulating your internal energies.

C’hi powers could be quite useful, they offered remarkable fine control and considerable versatility – but the user was limited by the actual energy content of his or her own body. An incautious user could easily harm, or even kill themselves. On the other hand, C’hi powers were almost impossible to block without killing the victim. As usual with Continuum II, the rules were concerned with HOW things worked – what you used your tools and effects to do was up to you.

C’hi techniques are the most personal, and thus the most individualistic, of all active psychic powers. They tend to be interpreted and used differently by each and every C’hi master. They also have highly variable costs, as they can be warped, extended, combined, “pushed” – and otherwise mangled – in a vast variety of ways. Adding special limitations will reduce the costs somewhat – but it can be hard to tell just what’s a limitation.

Like most psychics, C’hi masters can generally only use three abilities at a time. Since some attacks will involve several techniques, this can be a bother. C’hi masters may partially avoid this problem by setting up a list of “practiced combinations” which only count as a single psychic effect. Such combinations may involve up to three abilities themselves, including, possibly, other combinations. Masters are automatically entitled to develop up to (Int/2) combinations, and may acquire an additional three per skill point expended in study. Skill points may also be – as usual – spent to upgrade particular abilities, up to a maximum total of seven (basic techniques are already at II, Advanced at III).

In any case, onwards with the techniques!

  Technique Advanced Version
1)  Acrobatics Free Action .
2) Adrenal Surge  Adrenalin True
3)  Amplification  (Char) Boosting


 Animation  Psychic Forging Sp.
5)  Auric Shunt  Auric Bar
6)  Balancing  Adhesion


 Binding  Paralyasis
8)  Biofocusing  -True
9)  Bokken  Charging


C’hi Drain  -True
11) C’hi Infusion  C’hi Teaching
12) Compensation  Auric Body
13) Dim Mak  -True
14) Dragon C’hi  World C’hi (True)
15) Eagles Claw  Crushing Claw


Energy Absorption  Energy Storage
17) Evasion  Vanishing
 17b) Face Dancer  Shapechange
18) Focused Mastery  True Mastery
19) Focusing  Ad. Focusing
20) Hastening  Ghosting
21) Hypersenses  True (Sense)
22) Iron Fist  C’hi Pulse
23) Iron Flesh  Protective Air


Kinetic Aura  -True
25) Latent Energy  Remote Trigger
26) Light Foot  Levitation
27) Metabolic Control  Internal Alchemy


Bioenhancement  Phermones
28) Mystic Channeling  -True
29) Parting Waters  Tunneling
30) Polarity Shield  -True
31) Plague Carrier  Poison Touch


Power Block  Damage Shield
33) Precision  Prana-Bindu
34) Projection  Psychic Lance
35) Psychic Aura  Psychic Projection
36) Psychic Purging  -True
37) Psychic Reserver  -II, III, Etc
38) Psychic Shield  -True
39) Resistance  -True
40) Self Healing  The Healing Touch
41) Senethar  Channeling
42) Sexual Techniques  Tantric Mastery
43) Shadow Casting  Animal Mimicry
44) Shockwave  Chiburst
45) Somatic Control  Yoga Mastery


Transfer  Reflection
47) Vibration  Vibratory Pulse
48) Vocal Control  Psychic Voice
49) Whirlwind  -True
50) Will Shield  Iron Will


Ability Listings :

Acrobatics: This technique generates an low-grade internal psychokinetic field which subtly “guides” the users movements, augments his reflexes, and “cushions” falls, allowing the user to perform any acrobatic feat which he can clearly envision, including midair turns, spectacular leaps, landing safely – and resisting being knocked, thrown, or lifted. The advanced version is expensive, but can compensate for external hindrances – allowing the user to ignore encumbrances, move freely underwater or through similar mediums, and override the effects of paralysis or other hindrances. Further improvements usually involve increased movement rates, feats of immovability, strength enhancement, and reduced costs.
The usual game mechanic is to spend one psychic Str point per D6 that needs to be removed to make whatever roll the GM requested… The advanced version usually costs anywherefrom one point per turn to one point per round, depending on the resistance.

Adrenal Surge: Taps the users physical reserves – allowing brief bursts of “superhuman” strength, speed, endurance, and reaction time. While this uses little psychic energy, it’s rapidly exhausting. The technique cannot be used for more then (End/3) continuous rounds – and should not be used more then (End) rounds in any one day. It leaves the user strained, tired, aching, and hungry. The advanced version extends the “burst” with psychic energy, tripling those limits. During a burst the user receives +1 attack, +3″ move, a +1 on his Defense Rating, Damage Bonus, Resistance Rating, and Attack Rating, and a chance to evade any incoming missile he’s aware of… Adrenal surge can also be used for a “final strike”, making the user almost unstoppable – and incredibly dangerous – for the few minutes before his body burns out totally. Further improvements commonly include allowing momentary bursts of incredible speed, strength, and agility – or other “supreme efforts”. Such stunts are dramatic, but generally leave the character exhausted.

Amplification: This handy ability channels psychic energy into boosting one or more of the user’s “basic” attributes (Strength, Intellect, Presence, and so on). The basic version is passive, and provides a +3 bonus on an attribute, to a maximum of 19. It can also be used to boost two attributes by +1, to a maximum of 18. The attribute(s) to be enhanced must be selected when this ability is acquired, and can not be changed thereafter. The “advanced” version is an active ability focused on the same attribute(s) . It allows the user to boost an attribute by +6, to a maximum of 24, or to enhance two attributes by +3, to a maximum of 21. Minor variations apply to movement rate and to some optional attributes (GMO depending on the attribute). Further improvements usually involve specialized bonuses and related bonuses, rather then further increases in the basic attribute. These attribute maximums are for “normal” humans, with a base attribute range of 3-18 and a normal limit of 21. They should be adjusted appropriately for races with differing limits and for special talents.

Animation: This bizarre technique channels a part of the users personal energy into an inanimate object, giving it temporary “life” under his (or her) control. Obviously enough, massive items require more energy to animate. Being essentially a “part of the user”, such items can be used in many ways, but are limited by the users strength. Items commonly animated include ropes, flexible weapons, and ECHO (Exoskeletal Configuration/Humaniform Operation) combat vehicles. The advanced version permits the user to create a permanent psychic construct – although this requires expending permanent points of psychic strength. Weapons are common, armor, companion creatures, tools, and instruments are all possible. Whatever the form, such constructs are a living part of the character and can generally be called forth at will. Constructs can be imbued with a variety of C’hi powers – as well as those of their basic form. The exact cost of giving a construct a specific power, function, or ability, is up to the GM. Simple solidity (allowing a sword to function as a sword or some such) is relatively cheap. Some are simply channels and/or amplifiers for the users psychic abilities. These are also relatively cheap. Constructs can be “imbedded” in physical objects, rendering them permanetly “solid” as well as making them a good deal more independent. This has occasionally allowed such creations to survive the death of their creator.

Auric Shunt: Allows the user to “channel” kinetic energy within his personal bioenergy aura, amplifying, redirecting, and focusing it as necessary. The “basic” version of this ability must be specifically “focused” via some physical gesture or through concentration. It is often used to divert blows and missiles, increase the impact of the users blows, assist in “martial throws”, and to create small “force fields” (allowing the user to block sword blows and such with his bare hands without injury). The advanced version of this skill allows the user to generate an “aura” of such effects, creating a “sphere of defense”, diverting full flights of arrows, or manifesting walls of force. Popular special tricks include attempting to turn an opponents blow back upon himself (basic), and generating the equivalent of an exo- kinetic field (advanced, see “psychokinetic effects”). This technique is sometimes known as “hard” and “soft” C’hi – but unless the user chooses to specialize, both modes are available. Further improvements commonly include easy “reflection” of missiles, force fields, and a variety of special tricks. Probably the most common later improvement is to set up a “passive” enhancement of the users Defense Rating and effective toughness. The most common use of “Auric Shunt” is probably to block attacks or enhance attacks. The basic version is good for +/- 3 points per point expended, the advanced is good for +/- 5. Other tricks vary…

Balancing: Gives the user a vastly improved sense of balance and accompanying control. This ability can be used in climbing, when walking on slippery, narrow, or sloping surfaces, when diving, in acrobatics, or to reduce the effect of falls. It also negates penalties for surface conditions and allows the user to fight from any position without penalty – at least within reason. While the advanced version doesn’t literally allow the user to stick to walls and things, it does allow him / her to manage with the tiniest projections and surface irregularities – or to accomplish remarkable acrobatic and contortional feats. While extraordinary, such feats are in no way superhuman – and so are relatively cheap to perform, usually costing no more then one point per turn. If you want to be a human fly, to join a circus, to twist yourself into bizarre positions – or to fight that way – then this is the technique for you. Further improvements usually involve die roll bonuses or other martial arts enhancements.

Binding: This skill employs inductive feedback to “jam” an opponents central nervous system, effectively allowing the user to use a martial-arts type “hold” or “nerve strike” at range. The targets escape rolls are based on dexterity, rather then strength. The targets bioenergy aura must be in contact with the users aura, giving this skill a maximum range in feet equal to the users and targets combined dexterities. The “advanced” version allows only one chance to escape via any given means, and causes near-total paralysis. Unusually, there is a “standard” third level to this skill, that allows the user to jam the targets involuntary nervous system as well – causing anything from mild headaches through respiratory failure, shock, convulsions, and heartbeat irregularities. This is unpleasant, and causes up to 2D6 points of damage per round – while your victim remains helplessly paralyzed. Further improvements may involve diagnostic or helpful abilities, “reading” the targets neural responses, inflicting massive pain, controlling someone else’s body, and causing even more damage.

Biofocusing: Allows the user to transfer physical energies within his body by psychic means. The “basic” version only covers to muscular force – but by concentrating the output of many muscles, it allows the user to exert great force with a touch – or to increase his effective strength. The advanced version uses psychic means to protect the user’s body from the consequences of concentrating other energies, allowing him / her to focus thermal (depends on constitution), bioelectrical (depends on dexterity), or other energies (DMO). Even more advanced techniques permit the user to build up a pool of energy over time, generate an intense surge of power, or tap energies from the immediate area (within his or her bioenergy field).

Bokken: Allows the user to channel his power into a material focus, enhancing it’s effectiveness. While this is limited to relatively basic, hand-held, items, the technique makes even crude props as effective as a “conventional” tool or weapon. Hence a crudely-carved wooden blade can be used as effectively as a well-made steel blade, a couple of crossed sticks could function as a pickaxe, and some thin twine could substitute for a heavy rope. Obviously enough, such items normally must remain in contact with the user. The advanced version of this skill can further enhance the effects – giving the focus item supernormal effectiveness. Weapons gain a bonus to their Attack Rating and Damage Bonus of (Users Level-1)/3, and can be used against creatures resistant to normal weaponry without penalty. Other items gain similar bonuses, albeit to defense or to noncombat effects. Improvements usually involve temporarily charging an item with psychic energy, either from this discipline (allowing the use of this discipline on missiles and such) or from some other discipline. The effects and stabality of this vary enormously. This technique is often combined with “Animation”, allowing the user to do remarkable things with things like ribbons and pieces of string. Stranger improvements may involve learning to enhance functions of psychic, mystic, and technological devices, enhancing other people’s abilities – and temporarily imbuing items with a “pool” of energy and some abilities to use it on.

C’hi Drain: Allows the user to disrupt a targets reserves of psychic energy and, thanks to its physical aspect, induce physical exhaustion and damage as well. The “advanced version” allows the user to disrupt both his victims current energy reserves and his ability to accumulate psychic energy, causing neurological damage which must be healed through time or specialized techniques before the victim can regain his full power, or use it to best effect (see; “Overload Damage Effects”). The recovery time necessary may be further extended by applying this talent over several hours, although this normally requires a helpless, or throughly distracted, victim. One notable “special trick” involves combining C’hi Drain with Dragon C’hi (Bioenergies) to “steal” a portion of an opponents power. The “advanced version” of this trick allows the user to steal part of a dying victims life energy itself, permanently increasing his personal vitality, psychic potential – and possibly even acquiring one or two of his victims abilities. Sadly, only a small part of the victims talents can be stolen in this fashion and integrating such stolen life energies with your own is difficult and dangerous. Bits of each victim’s memories and personality are acquired as well – an effect which can easily drive the user insane. Further improvements commonly involve extending the recovery time, creating a continuing effect, or using this technique to disrupt magical or physical powers.

Ponies Of The Eclipse – Rockhoof At Level Four

For this particular request, it’s an upgrade to Rockhoof – basically “what he might be like after some experience” with specific reference to his past adventures and “A Rockhoof And A Hard Place”.

There’s another good reason for doing that. Given that Equestria is a low-level superheroic world (providing a constant supply of Mana for it’s heroes to work with); Rockhoof is an excellent example of the standard “Super Strongman” type. He lacks only Flight to be a splendid example of what PS238 calls the most common super-power package of all – “FISS”, or “Flight, Invulnerability, Super-Strength”. Even as he is… he’s a pretty fair approximation of what Superman was like in his early adventures, back when he was just leaping around rather than truly flying – and he could always work his way up to true flight in another level or two.

So why not? For those who want to play such a character (and are playing in a superheroic setting where it’s possible), he’s a general example of the build.

While, we don’t have much information on most of Rockhoof’s historical adventures, the Legends of Magic series does indicate that there were a fair number of them. Looking at the “A Rockhoof And A Hard Place” episode, we basically have a long string of “too strong and breaking things” jokes (which was a bit hard to swallow: there was plenty of fragile stuff in the past and apparently Rockhoof wasn’t a walking disaster area back then) along with a few “socially clueless” jokes (also kind of hard to swallow; he spent his youth as a scrawny weakling who presumably did not want to be kicked in the face; he should know better. Perhaps something happened?). Still, Rockhoof does demonstrate a very physical style of storytelling – and has presumably picked up a few levels with his historical adventures. It’s pretty arbitrary, but I’ll peg him at level four.

Rockhoof, the Pillar of Strength, Strong Man of Old Equestria

Level Four, ECL 5, Experienced Earth Pony Athletic Superhero.

To summarize the low-level adventurer template, those affected get:

  • A -3 penalty on unskilled skill checks.
  • Very slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • The status of valuable trouble magnets – they’re rare and find trouble everywhere they go.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active magical skills.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents. For the full list see the Template, for Rockhoof we’ll take Might (a +2 bonus to his Strength) and Enduring (providing him with a +1 bonus on his Saves).

To summarize the Basic Pony Modifiers:

  • Quadruped. In general ponies are slow and have trouble moving while using tools or weapons.
  • Attribute Modifiers: -2 Dex, +2 Con. An additional +2 Con and +2 Chr are dispellable magical bonuses.
  • Damage Reduction 9/- versus both Physical and Energy Attacks, only DR 2/- versus melee attacks by living creatures.
  • Endure Elements. Ponies pretty much ignore the weather.
  • Ponies heal 1d8+1 damage per round for a round three times per day.
  • Ponies are always treated as having lots of pockets, even in the nude.
  • Ponies get minor cartoon effects, such as hair that responds to moods, blushing through fur, and so on.
  • Ponies may begin or participate in spontaneously choreographed musical numbers that provide bonuses for group tasks.
  • Have a base pool of 1d6+3 Mana, regaining 1d6 with an hours rest up to three times a day and 1-2 points per day regardless.
  • Get a +2 Racial Bonus to Perform/Sing

To Summarize the Earth Pony Modifiers:

  • Mana-Powered Berserker (+8 Str) with no fatigue. In effect, an Earth Pony with a Con of 14+ (their average) can run a continuous +8 bonus to their Strength.
  • Nature Sense (very vague save for items related to agriculture).
  • +4 to resist bull rushes and knockdowns
  • Pays half price for Rune Magic (Homesteading) Casting and Mastery, Knowledge/Nature, and Survival. (Yes, Homesteading Magic covers digging ditches, plowing fields, and so on via magic. Some appropriate spells for use with Homesteading Magic can be found under Hedge Magic – such as Plow and The Laborer’s Word). These skills also receive a +3 Racial Bonus.
  • Immunity to Fatigue and Exhaustion.
  • A +3 bonus on any one hoof-based Martial Art.

Basic Attributes: Str 16 (+18 Ber +2 Knack +12 Enh = 48), Dex 16 (-2 Pony = 14), Con 14 (+2 Pony, +2 M  +1 Level = 19), Int 10, Wis 10, Cha 10 (+2 M = 12). (Pathfinder 25-point point buy).

Available Character Points: 120 (L4 Base) + 6 (Disadvantages; History and Obligations (Pillar of Equestria)) +8 (Duties to his Village – or to wherever he adopts now) +12 (level one and level three bonus feats) = 146 CP.

Basic Abilities (69 CP):

  • Hit Dice: 12 (L1d12, 8 CP) +20 (12 + 2 x Con Mod Template) +18 (L2-4d8, 12 CP) +20 (5 x Con Mod) +114 (Str Mod x 6, see “Divine Physique” and “Belt of Strength”, below) = 184 HP.
  • Skill Points: 18 (Purchased, 18 CP) + 28 (7 x Con Mod substituting for Int Mod) = 46 SP


  • Acrobatics: +7 (7 SP) +2 (Dex) +3 (Tem) = +12 (Jump +50).
  • Bluff +1 (1 SP) +1 (Cha) +19 (Str), Specialized for Double Effect (Combat Only) = +42
  • Diplomacy +1 (1 SP) +1 (Cha) +19 (Str) = +21
  • Intimidate +1 (1 SP) +1 (Cha) +19 (Str) = +21
  • Knowledge/Nature +7 (3* SP) +3 (Race) +0 (Int) = +10
  • Perception +2 (2 SP) +1 (Wis) = +3
  • Perform (Storytelling)  +5 (5 SP) +1 (Cha) +19 (Str) = +25, +30 when telling tales of heroism. Corrupted for Increased Effect (listeners find his tales inspiring no matter how absurd they are, but he often accidentally breaks things while telling them).
  • Profession/Farmer +4 (4 SP) +0 (Wis) +3 (Tem) = +7 (Includes making basic farm tools, such as replacement shovels – since he’s specifically noted as having had his destroyed many times).
  • Profession/Sailor +4 (4 SP) +0 (Wis) = +4. Rockhoof picked up the basics after he joined The Mighty Helm, since they used a ship. He’s no great expert, but he is an able-bodied seaman. Unfortunately, his knowledge of Navigation is long out of date.
  • Survival +7 (3* SP) +3 (Race) +0 (Wis) +3 (Tem) = +13
  • Swim +2 (2 SP) +19 (Str) = +21
  • Homesteading Rune Magic Casting +7 (3* SP) +3 (Race) +1 (Cha) = +11
  • Homesteading Rune Magic Mastery +7 (3* SP) +3 (Race) +1 (Cha) = +11
  • Martial Art / Jade Mountain Stance Style: +7 (7 SP) +3 (Race) +13 (Permanent Str) +3 (Tem) = +26.
  • Perform (Sing) +0 (0 SP) +2 (Race) +1 (Cha) +19 (Str) -3 (Tem Unskilled Penalty) = +19
    • Specific Knowledge/Heroic Tales, Sagas, and Chants (+15 to knowing them, +5 to telling them) (1 SP).

The Jade Mountain Stance Style (Str):

  • Requires: Hooves
  • Basic Techniques: Attack 2, Power 3, Strike, and Toughness 4.
  • Advanced Techniques: Breaking, Combat Reflexes, Improved Disarm, and Weapon Kata (Any one simple weapon or farming implement, with a preference towards pruning hooks, shovels, hand axes, and similar items).
  • Occult Techniques: Healing Hand, Inner Strength, Ki Focus (Str), and Focused Blow.

Known Techniques (13): Attack 1, Power 1, Strike, Toughness 4, Breaking, Combat Reflexes, Improved Disarm, Weapon Kata (Shovel), Healing Hand and Inner Strength.

  • BAB +2 (12 CP).
  • Saves:
    • Fortitude +2 (6 CP) +4 (Con) +1 (Tem) +19 (Str) = +26
    • Reflex +2 (6 CP) +2 (Dex) +1 (Tem) +19 (Str) = +24
    • Will +2 (6 CP) +0 (Wis) +1 (Tem) +19 (Str) = +22
  • Proficiencies: Earth Pony Reinforced Shovels (1 CP).
  • Initiative: +2 (Dex)
  • Move: 40 (four legs) +30 (Light Foot) +30 (Haste),= 100 (50 on two or three legs).
  • Armor Class: 10 (Base) + 2 (Dex) +4 (Shimmermail) = 16. Rockhoof is still not so good at not getting hit. Fortunately, he does not really need to be.

Usual Weapons:

  • Unarmed: +22/+22 (+2 BAB +19 Str +1 Martial Art, Personal Haste), for 1d6+19, Crit 20/x2, lethal or nonlethal. 3 Attacks of Opportunity, see “Concussive Parry” below.
  • Shovel: +22/+22 (+2 BAB +19 Str +1 Martial Art, Personal Haste), for 1d8+13, Crit19-20/x2, lethal or nonlethal, B or S, Trip, usable as a shovel. 3 Attacks of Opportunity, see “Concussive Parry” below.

New Weapon (Pathfinder Design System): Earth Pony Reinforced Shovel. Simple, One-Handed (mouthed), Melee Weapon (6 Design Points), Additional Design Points (+1 Point, +15 GP. Earth Pony shovels need to be heavily reinforced to stand up to earth pony strength), B or S damage (1 Point), Improved Critical Threat Range (19-20, 3 Points), Improved Damage II (2 Points), Tool (Shovel, 0 Points), Special Feature (Trip, 1 Point). Net Result: Simple Weapon, Medium-Sized. Damage 1d6, Crit 19-20/x2, inflicts B or S damage, Trip Weapon, freely usable as a shovel, 20 GP.

  • Shovel-Thrown Rocks: +23/+23/+23 (+2 BAB +19 Str +3 Competence -1 Rocks), 1d6+19, Crit 20/x3, Range Increment 80′.

Other Abilities (77 CP):

  • Add Odinpower and Odinmight to his basic Berserker ability, for a total of +18 strength (+6 CP).
  • DR 2/-, versus both physical and energy attacks (3 CP).
  • Upgrade his racial Mana Pool with a form of Natural Magic (Reality Editing), Specialized and Corrupted for Increased Effect / only to support the user’s heroic narrative and let the user’s abilities function without normal scaling restrictions (2 CP). This is great for engineering and digging massive trenches, but so-so otherwise.
  • Concussive Parry: Opportunist (6 CP): Rockhoof may make an attack of opportunity against any attack that enters his threatened area. If his attack roll exceeds that of the attacker he can subtract the damage he “inflicts” on the attack from the damage IT would normally inflict, reducing it to a minimum of zero. If this completely negates the damage from an attack, it also negates any other effects it might have, such as requiring a saving throw.
    • This is a powerful defense, but this IS a superheroic setting, so why not? In other settings it might get defined as an Inherent Spell to limit it’s uses – but a superhero will just fuel it with mana and get exactly the same result anyway.
  • Reflex Training: Can spend Mana to maintain his “Berserker” strength enhancement and his Innate Enchantments without it requiring an action of any kind – even while asleep or unconscious. Corrupted for Reduced Cost / he must do so as long as he has Mana available. (4 CP).
  • Innate Enchantment, Specialized for Increased Effect (effects are considered extraordinary abilities and cost no experience to acquire) / Requires two mana to activate for one minute. Is blatantly obvious in operation since he bulks up a lot (11,310 GP Value, 12 CP).
    • Lob (L1: The user may hurl three items at his or her full BAB and with no need for getting out or loading ammunition or for a physical weapon (or proficiency therewith). This is otherwise treated as if the user was using a medium-sized Halfling Staff Sling. Only while wielding a shovel (x.8), only for throwing rocks (x.8) = 1280 GP.
      • In general: 1d6+Str Mod bludgeoning damage and a -1 to hit for using rocks instead of bullets, Crit 20/x4, Range Increment 80 feet, requires a normal roll to hit. In combination with his Reality Editing he could also throw lots of dirt and junk to make clouds of dust and difficult terrain if he wanted to.
    • (Weapon) Mastery (Halfling Sling Staff, Cantrip): +3 Competence Bonus to BAB with a Halfling Sling Staff (or magical simulation thereof). x.7 Personal-Only (700 GP).
    • Thousand Pound Stance (Target gains a +8 versus Bull Rush, Grapple, Trip, Overrun, being lifted or thrown, or similar situations, for one minute. x .7 Personal Only = 1400 GP). Note that this changes the -4 Penalty for Light Foot to a +4 Bonus.
    • Resist Energy (Provides resistance 10 to all energies), x.7 Personal-Only = 1400 GP
    • Personal Haste: User gains a +30′ enhancement bonus on all movement rates and +1 attack at his or her full BAB when making a full attack (2000 GP).
    • Light Foot: User becomes very light, gaining a +30 circumstance bonus on his or her ground movement speed and, a +10 circumstance bonus on jump checks, as well as DR 10 versus Falling Damage [only]. The user is, however, considered one size category smaller in a Bull Rush, Grapple, Trip, or Overrun situation. x .7 Personal Only = 1400 GP.
    • Heroic Will: Protection From Evil, Personal Only (x.7), 3/Day Only (x.6), Only when the GM feels that the user is being compelled to do something against their personal code or otherwise is likely to summon a mighty surge of will to throw off possession/mind control/etc (x.25) = 210 GP.
    • Heroic Rally: Remove Fear, 2/Day Only (x.4), user must make an adequate inspiring speech (x.6) = 480 GP.
    • Coincidental Catch: Feather Fall, 2/Day Only (x.4), activates automatically (x1.5), but only works 50% of the time (x.4) = 480 GP. When a hero falls off a roof or gets dropped, there is a substantial chance that SOMETHING will happen to break his or her fall.
    • Heroic Health: Relieve Illness (from the Hedge Wizardry spell list) 1/Day (x.2), Personal Only (x.7) = 280 GP. Relieve Poison (from the Hedge Wizardry spell list) 1/Day (x.2), Personal Only (x.7) = 280 GP, Lesser Restoration 2/Day (x.4), Personal Only (x.7) = 560 GP. Fast Healing I (from The Practical Enchanter, for 18 rounds, 2/Day (x.4), Personal Only (x.7)) = 560 GP.
  • Hard Training: Finesse (substitutes Con Mod for Int Mod when computing skill points, 6 CP). Thanks to Pathfinders ruling that changes like this are retroactive, this gets him quite a few skill points.
  • Double Damage against inanimate objects, Corrupted/also applies when he accidentally damages stuff (4 CP).
  • “Muscular Spectacle” / Augmented Bonus, adds Str Mod to Cha Mod when using charisma-based skills (6 CP).
  • Finesse, Uses Str Mod in place of Dex Mod for Ranged Combat, Specialized / only for throwing rocks with his shovel (3 CP).
  • Mana-Powered Inherent Spell/Trebuchet Special (L3 Transmutation). You can grab an unresisting individual (or adjacent group of up to four if you have sufficient strength to lift them) and throw them to any location within medium range accessible via a normal parabolic trajectory. The landing is harmless and, during the trip, they are considered to be stationary while the world moves by them (6 CP).
  • Divine Physique: Advanced, Improved, Augmented Bonus: Adds (Str Mod) to (Con Mod) when calculating Hit Points. Specialized and Corrupted/only works for levels 1-5 (6 CP). This gets him an extra 78 HP, or 114 when his Belt of Strength is active
  • Divine Endurance: Improved Augmented Bonus x3 (Add Str Mod to all three saving throws), Specialized / only while being noble, helpful, charging in to face the foe, standing between others and danger, and otherwise being a big boy scout or Superman/Captain Marvel expy, Corrupted / Costs 2 Mana per Use. That’s +13 to all saves, or +19 when his Belt of Strength is active (12 CP). Note that this means that he can normally only boost two saves a round.
  • Minor Privilege (3 CP). Rockhoof gets invited to all the parties and has lots of willing female companionship.

To summarize his various defenses, he can attempt to parry incoming attacks. If he’s still hit, he has DR 6/- versus physical attacks, DR 16 versus Falling Damage, and Energy Resistance (All) 12. If damage still gets through, two points of any melee damage inflicted by a sentient being and nine points of any other damage is converted to nonlethal damage.


  • Charms: Captain’s Torc, Conjurer’s Tattoo (His Shovel), Contraceptive Charm, Foothold “Boots” (hoofwrappings), Impervious Glue, Resounding Horn, and Tinkerstone.
  • Talismans: Ditty Bag, Helm Of War, and Shimmer Mail.
  • Relic: Thur’s Belt Of Strength (Inherent Spell, L3 Personal-Only Enhance Strength/+8 Str for one minute per level, Corrupted for Increased Effect / uncontrollably drains mana to renew itself, makes the user clumsy and prone to breaking things as well as removing any sense of tact or awareness that maybe you should take the thing off sometimes. Net +12 Strength and a lot of environmental and social damage (1 CP Relic).

Rockhoof is now capable of withstanding enormous amounts of damage, bouncing arrows from his skin, resisting minor energy bolts, partially blocking fairly serious attacks with his shovel, dishing out rather a lot of damage, and will be unaffected by most poisons, diseases, or other special effects – although he can be overloaded if he’s hit with more than two a round and has moments of vulnerability (when he’s spending some of this rounds mana keeping his strength boosted). Still, at this point… he’s your basic Colossus, fully capable of going toe-to-toe with massive elementals, lesser giants, and similar menaces. In comparison to normal characters… the Superheroic World Template adds at least +3 CR, a high-efficiency Eclipse build is about +2. and he has a +1 to start with – making him roughly equivalent to a normal character of level ten or higher.

He also has his full allotment of Charms and Talismans and has picked up one minor Relic on his adventures.

Faster than a speeding pegasus! More powerful than an avalanche! Able to leap small hills in a single bound! Look! Up on the mountain! It’s Rockhoof!

Healing Magic in Classical Fantasy and Ponies of the Eclipse – Mage Meadowbrook

Healing in Classical Fantasy Worlds

Healers aren’t especially uncommon. A lot of people like to help others – and being one of the people who makes it stop hurting, saves lives, and delivers babies comes with social respect, a certain amount of authority, and good-to-excellent pay.

Or at least it does if you’re good at it – and magical healers tend to be very, VERY, good at it.

That’s a problem with ponies, or any other setting, class, or effect which offers both access to healing magic and near-unlimited use of spells. If one of the local casters has “Cure Light Wounds”… then long-term injuries are not going to exist unless you make up special rules for them. If they know a few more spells – “Lesser Restoration”, “Cure Disease”, “Neutralize Poison”, and perhaps a few others along those lines (even if they’re lesser variants which have to be cast several times to obtain the same effect) then there won’t be hospitals, epidemics, or much in the way of medical problems outside of congenital defects (if there’s no spell for those) and the infirmities of extreme old age.

But Equestria DOES have hospitals. So even the most gifted healers are going to be limited to natural cures, alchemy, special-purpose items and potions, and the following spell list:

  • Cantrips: Check Health#, Congenital Cure* (fixes a congenital defect over the next month), Contraception#, Know Usage (identifies the medicinal potential of various substances and plants)*, Painkiller#, Stabilize (Standard), Transfuse#, and Wake Up (gets a living but unconscious or even a brain-damaged target awake and coherent for one minute/caster level)*
  • Level One Spells: Dentistry#, Expel Parasites#, Healing Lorecall (SC, Note that this works with the Healthful Rest spell, even if you don’t take the time to complete the rest), Healthful Rest (SC) (or the Restful Sleep Pathfinder version), Lesser Restoration, Pharmacist* (+10 to making medicines), Relieve Poison#, and Relieve Illness#.
    • #: From the Hedge Magic spell list. *: Original Spell.

The rarely-required Regeneration can be induced with a Dao Sigil Talisman (Charms and Talismans can be found in The Practical Enchanter), but takes a very long time. Instant Healing is available through the Sovereign Ointment Charm or the Rubydraught Talisman, but those are very limited use.

Mage Meadowbrook, Pillar of Healing

Level four (ECL 5) Earth Pony Physician and Artificer.

As a filly, Meadowbrook learned her mother’s healing skills – but when an epidemic of Swamp Fever (a magical disease with no known cure that turned its victims into trees) swept through the village and her mother fell ill, she surpassed her training to find a cure. With her village safe and it’s ponies recovering, she set forth to cure other stricken villages – and continued on to find and administer cures for many other magical ills, as well as learning to use the magical properties of the natural world to brew powerful potions and forge useful enchantments. In her travels across Equestria she, and her curious healers mask, became legendary while she was still quite young.

Mage Meadowbrook is principally noted for her Eight Enchanted Items, for her ability to make Magical Potions, Dusts, and Brews and other “:alchemical” concoctions, and for her Healing Skills. Secondarily, she’s quite agile and – as befits an earth pony – is quite tough and strong.

Eight Enchanted Items… Isn’t it pretty odd that the number is so definite but there’s no actual mention of what any of those items were? Wouldn’t there have been a time when she only had seven, and wouldn’t it have been possible for her to have picked up a ninth? Even Twilight didn’t seem to know what any of the eight items were – although she was sure that there were only eight. Even more puzzling… when Mage Meadowbrook actually made an appearance, she didn’t seem to need or use any items besides her potions and her mask.

Evidently her eight enchanted items were legendary, but (outside of her mask) they weren’t actually a part of HER panoply and legend – and that’s downright weird. When you read about King Arthur, you’ll read about Excalibur, it’s sheath, the Siege Perilous, and the Holy Grail, (among other items). If you listen to the legends about Thor you will hear about his chariot and goats, his belt and gauntlets, and his mighty hammer. And yet we don’t hear about Meadowbrooks Eight Enchanted Items or see her use any of them. Why not?

Perhaps because they were tools instead of independent items like Starswirls Mirror? Did she keep changing them out so they varied from story to story? Maybe she only used her Mask and loaned out the other seven items? Or perhaps all of those? Because I have a power package for that. Meadowlark was probably a Houngan Conjurer,

  • Create Relic, Specialized and Corrupted/only usable to make one-point relics, only usable with points from Enthusiast, requires that the user come up with a neat ritual, and all relics carry a disadvantage – although this does help reduce their cost (2 CP).
  • Enthusiast x3, Two Specialized and Corrupted for Triple Effect, one Specialized for Double Effect and Corrupted for Decreased Cost (8 CP to get 8 “floating” CP to be made into temporary relics) / points may only be used to create relics (known as “conjures”), relics have a maximum cost of one point and no one can use more than one at any one time. This will let her have eight conjures at any one time.
  • Adaption, with the same limitations (+1 CP) so that she can change them around in a day if she needs to instead of requiring a week or so.

There: for a mere 11 CP Mage Meadowbrook can provide a customized two-feat boost – albeit with an accompanying disadvantage – to each member of any party she is associated with. She can thus be famous for her Eight Enchanted Objects, and still have no one having any idea of what they actually were because they’d change from story to story.

Similarly, Mage Meadowbrooks “potions” do a lot more than what d20 potions can do. They can produce active, external, magical effects rather than being limited to things that affect the drinker. Fortunately, there is a power package ready for that too.

  • Create Relic: Specialized and Corrupted / only to make limited-use items (Apply “Specialized / Does Not Recover to the items created, only select abilities that normally offer a limited number of daily uses) costing a maximum of 3 CP each, only using points from Enthusiast (2 CP).
    • Mage Meadowbrook tends to talk about requiring rare ingredients and such – but this rarely actually seems to limit her, so it’s basically flavor text.A list of sample items that can be created can be found HERE, under “where does he get these wonderful toys”.
  • Double Enthusiast x2, Specialized for Increased Effect (provides four floating CP per instance) and Corrupted for Reduced Cost / points may only be used with Create Relic, limited as above (8 CP).
    • This provides Mage Meadowbrook with a small magical arsenal. It will take quite some time – days or weeks – to rebuild it if she exhausts it, but she can stockpile or create quite a few things. The game master may allow her to use her base relic allotment in this way as well, substantially increasing her arsenal.


To summarize the low-level adventurer template, those affected get:

  • A -3 penalty on unskilled skill checks.
  • Very slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • The status of valuable trouble magnets – they’re rare and find trouble everywhere they go.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active magical skills.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents. For the full list see the Template, for Meadowbrook we’ll take Plague Survivor (+4 on saves versus illnesses, -2 on any attribute damage taken) and Sensitive Nose (Can easily detect the scent of poisonous substances).

To summarize the Basic Pony Modifiers:

  • Quadruped. In general ponies are slow and have trouble moving while using tools or weapons.
  • Attribute Modifiers: -2 Dex, +2 Con. An additional +2 Con and +2 Chr are dispellable magical bonuses.
  • Damage Reduction 9/- versus both Physical and Energy Attacks, only DR 2/- versus melee attacks by living creatures.
  • Endure Elements. Ponies pretty much ignore the weather.
  • Ponies heal 1d8+1 damage per round for a round three times per day.
  • Ponies are always treated as having lots of pockets, even in the nude.
  • Ponies get minor cartoon effects, such as hair that responds to moods, blushing through fur, and so on.
  • Ponies may begin or participate in spontaneously choreographed musical numbers that provide bonuses for group tasks.
  • Have a base pool of 1d6+3 Mana, regaining 1d6 with an hours rest up to three times a day and 1-2 points per day regardless.
  • Get a +2 Racial Bonus to Perform/Sing

To Summarize the Earth Pony Modifiers:

  • Mana-Powered Berserker (+8 Str) with no fatigue. In effect, an Earth Pony with a Con of 14+ (their average) can run a continuous +8 bonus to their Strength.
  • Nature Sense (very vague save for items related to agriculture).
  • +4 to resist bull rushes and knockdowns
  • Pays half price for Rune Magic (Homesteading) Casting and Mastery, Knowledge/Nature, and Survival. (Homesteading Magic covers cooking, cleaning, making and mending basic clothing, helping make tools, agriculture, and general pioneering. Earth ponies can get lots of work done and raise crops in extremely dubious locations. Some appropriate spells for use with Homesteading Magic can be found under Hedge Magic). These skills also receive a +3 Racial Bonus.
  • Immunity to Fatigue and Exhaustion.
  • A +3 bonus on any one hoof-based Martial Art.

Basic Attributes (Pathfinder 25-Point Buy): Str 12 (+8 Ber = 20), Dex 14 (-2 Pony = 12), Con 14 (+2 Pony +2 M = 18), Int 14, Wis 14, Cha 13 (+2 M +1 Level = 16)

Available Character Points: 120 (L4 Base ) + 6 (Disadvantages; Obligations (Pillar of Equestria) and History) +8 (Duties as a Healer) +6 (First and Third Level Bonus Feats) = 140 CP.

Basic Abilities (68 CP):

  • Hit Dice: 10 (L1d10, 6 CP) +20 (12 + 2 x Con Mod Template) +14 (L2-4d6, 6 CP) +16 (4 x Con Mod) = 60 HP.
  • Skill Points: 25 (Purchased, 25 CP) + 14 (Int) +10 (Fast Learner) = 49 SP


  • Acrobatics: +7 (3* SP) +1 (Dex) = +8 (Jump +12 due to speed).
  • Craft/Alchemy +7 (3* SP) +2 (Int) +3 (Tem) = +12
  • Diplomacy +1 (1 SP) +3 (Cha) = +4
  • Heal +7 (3* SP) +2 (Wis) +3 (Tem) = +12
  • Iron Hoof Skirmisher Style +7 (3* SP) +5 (Str) +3 (Race) = +15
  • Knowledge/Geography +4 (4 SP) +2 (Int) = +6
  • Knowledge/Local +7 (3* SP) +2 (Int) +3 (Tem) = +12
  • Knowledge/Nature +7 (3* SP) +2 (Int) +3 (Tem) = +12
  • Linguistics +5 (2* SP) +2 (Int) = +7
  • Perception +7 (3* SP) +2 (Wis) +3 (Tem) = +12
  • Profession (Swamp Rat) +1 (1 SP) +2 (Wis) = +3
  • Perform (Sing) +2 (2 SP) +3 (Cha) +2 (Race) = +7
  • Rune Magic (Homesteading) Casting +5 (2* SP)+3 (Cha) +3 (Race) = +11 (Effective Caster Level Five)
  • Rune Magic (Homesteading) Mastery +5 (2* SP) +3 (Cha) +3 (Race) = +11 (Can use second level effects)
  • Spellcraft +2 (2 SP) +2 (Int) = +4
  • Stealth +7 (3* SP) +1 (Dex) = +8
  • Survival +7 (3* SP) +2 (Wis) = +9
  • Swim +1 (1 SP) +5 (Str) = +6

Specific Knowledges: Equestrian Diseases (1 SP).

Skill Specialties: Making Medicines, Natural Remedies,and Knowledge/Local/Where to find natural remedies (3 SP)

The Iron Hoof Skirmisher Style (Str):

Requires: Str 16+, Hooves

  • Basic Techniques: Attack 2, Defenses 4, Strike, Toughness 1, and Synergy/Acrobatics.
  • Advanced Techniques: Blinding Strike, Crippling Blow. Improved Disarm, and Mobility.
  • Occult Techniques: Healing Hand, Inner Strength, Light Foot, and Vanishing.

Known Techniques (8): Defenses 4, Strike, Crippling Blow, Inner Strength, and Light Foot.

  • BAB +2 (12 CP).
  • Saves:
    • Fortitude +2 (6 CP) +4 (Con) = +6
    • Reflex +2 (6 CP) +1 (Dex) = +3
    • Will +2 (6 CP) +2 (Wis) = +4
  • Proficiencies: Throwing Vials/Bottles (1 CP).
  • Initiative: +1 (Dex)
  • Move: 40 (four legs)
  • Armor Class: 10 (Base) + 1 (Dex) +4 (Martial Art) +4 (Shimmermail) = 19
  • Usual Weapons:
    • Kick: +7 (+2 BAB +5 Str), 1d4+5 (+4d6 with Thunderhoof Strike), Crit 20/x2. May inflict lethal or nonlethal damage without penalty.
    • Thrown Container/Rock: +3 (+2 BAB +1 Dex), damage depends on contents, range increment as per Light Crossbow thanks to Bracers.

Other Abilities (72 CP):

  • Houngan Conjurer Package (As above, 11 CP).
  • Magical Brewing (As above, 10 CP).
  • Fast Learner, Specialized in Skills for +2 SP/Level (6 CP).
  • Adept: Acrobatics, Craft/Alchemy, Heal, and Knowledge/Local (6 CP).
  • Adept: Iron Hoof Skirmisher, Perception, Stealth, and Linguistics (6 CP).
  • Luck with +4 Bonus Uses, Specialized in Skills (6 CP)
  • Mana-Powered Inherent Spell: Thunderhoof Strike (L3, cast as a part of an attack action, adds 1d6/Level, 10d6 maximum, to the damage inflicted by a blow, 6 CP). At the moment this is only 4d6 with her single attack – but an extra 4d6 on your kick is actually pretty good.
  • Mana-Powered Occult Talent, Specialized for Increased Effect (Double Spell Formula: 8 Cantrips and 2 First Level Effects) / requires messing about with assorted herbs and medicines and a DC 20 Craft/Alchemy check – although she may “take 20” on this (6 CP).
  • Mana Powered Occult Talent, Specialized for Increased Effect (L0 slots count as L1, the L1 slot counts as two L1 Slots for a total of six level one slots) / requires messing about with assorted herbs and medicines and a DC 20 Heal check – although she may “take 20” on this (6 CP).
    • These two occult talents give her access to the full list of Equestrian Healing Spells (above), although she channels her magic through medications and skill instead of direct spellcasting.
  • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Privilege: Mage Meadowbrook is recognized as an expert healer, a plaguebreaker, and a master of potions and brews throughout the land, and – as such – enjoys a welcome and local support everywhere she goes (3 CP).


  • Healers Mask: This is her personal Conjure, and provides two six-point Immunities – to swarms and to the side effects of magical plants – allowing her to gather her ingredients in relative safety. It’s unfortunate side effect is a -5 penalty on Perception rolls, since wearing it makes it difficult to see, hear, or smell properly.

Unlike most of the other Pillars, Meadowbrook is something of a specialist in enchanted items – and so it should be no surprise that she makes use of a full set of Charms and Talismans (from The Practical Enchanter).

  • Charms: Blemish Cream, Bracers of Hurling, Cleansing Wand, Druid Boxes, Ice Chest, Ring of Mist, and Sovereign Ointment.
  • Talismans: Dao Sigil, Rubydraught, and Shimmermail

By normal d20 standards Mage Meadowbrook isn’t an especially powerful healer. She can relieve illnesses and some conditions, accelerate healing, and fix a variety of minor problems all day long – but she can’t instantly heal massive wounds or wipe away major conditions without an appropriate potion or brew – and her brew-and-potion resources have to be split between healing, defensive, offensive, and utility effects. She can fight reasonably effectively too, but is no match for a dedicated warrior. She can provide basic boosting items for her friends, but cannot produce major enchantments for them.

And really, that’s about what you’d expect from healers apprentice who went adventuring as early as she possibly could. She did a lot of minor adventuring on her own, dabbles in pretty much everything you need for undertaking minor adventures / ingredient-gathering fetch-quests, and can take care of herself – but her skills are best used as party backup.