Psionic Wild Talents: same as in the Psionics Handbook except that there is a base 5% chance of being Psionic, the 1/2 modifier does not apply to any race or class, Desert Ssthh have double the normal chance, and Kender NEVER have Psionic wild talents
Mystic Wild Talents: the abundance of Magic on Moranann has given the possibility of characters being able to cast 1 or
more 1st through 4th level spells 1/day per three levels; there
is a base 4% chance, modified by Inteligence and Wisdom the same as Psionics; Dwarves, Black Dalions and Kender NEVER have Magic wild talents.
Mystic Wild Talent Determination
Magic Type
01 - 75, Wizardly Magic
76 - 00, Priestly Magic
Spell Level
01 - 60, Level 1
61 - 90, Level 2
91 - 99, Level 3(or 2 Level 1)
00, Level 4 (or 1 Level 1 and 1 Level 2)
Rifters: Rifters are characters who have been in a rift
storm but have not been pulled through; this somehow grants them
extrordinary powers, but also deforms them either mentally,
physically or both; certain races are immune to the rift's
mutating effects while others are very suceptible. Rifter Creation
Base Chance: 15%
Racial Modifiers
Human: +0%
Immortal: Immune
Kender: Immune
Elf: -10%
Shjill-Juannari: -5%
Half-Elf: +5%
Half-Dragon: +0%
Dwarf: Immune
Wemmic: +5%
Halfling: -14%
Gnome: +5%
Thri-Kreen: +5%
Red Dalion: -5%
Black Dalion: -10%
Desert Ssthh: +0%
Marsh Ssthh: +5%
Forrest Ssthh: -5%
Gremlin/Grumlin: +20%
Power Level Determination
01 - 60, Level 1 Power
61 - 90, Level 2 Power
91 - 00, Level 3 Power
Examples of Powers:
P1
Cantrip 1/turn
+50% to all Thief/Bard abilities
+2 to all saving throws
Power Drain(Stun):need to drain others' energy to survive; you don't need to eat or drink, however; you need to drain 6 Power Points (Ppts) every day to survive; drain 3 Ppts per round.
+5 to hit with any specific weapon
Breathe Water 1/day
Regenerate 1Hp/hour
Electrical attack: 1d6 dmg, 1/day
Levitate 1/day, 5 rnd duration (self only)
Know Good or Evil intentions on touch
Temporarily enchant an item, giving it a +1 bonus for one
day, 1/day
Enhanced sense(s)
25% magic resistance to all spells or webs
50% magic ressistance to one school or sphere or path of
magic
Power Drain (Coma): Same as P1 except: drain 12 Ppts; gain
memories/special abilities for Wsd# rounds; drain 3 Ppts per
round.
Poison touch (nonlethal) at will
360 degree vision
Automatic critical with one specific weapon, 2/day
Astral Sight at will
Speed self 3/day (no aging effets)
50% magic resistance to all spells or webs
75% magic resistance to 1 school or sphere or path of magic
Immunity to a specific 3rd level or lower spell
Sense an Immortal's Quickening
25% magic resistance to all schools, spheres and paths of
magic
Cast a specific 5th level or lower spell 2/day
Cast any 3rd level or lower spell (must choose specific level) 5/week
Regenerate 1Hp/turn
Levitate at will
Fly (24 A) 2/day, 1 turn duration
Temporarily enchant an item, giving it up to a +3 bonus for
one day, 1/day
Permanantly enchant an item, giving it a +1 bonus, 1/week
Use any Magical Item
Automatic save for 1 attack form
+4 to all saving throws
Automatic hit with one specific type of weapon, 5/day
Polymorph Self 3/day
P3
Power Drain (Lethal): same as P2 Power except: drain 24
Ppts/day and the duration of the drained abilities is Wis/2 days;
drain 6 Ppts per round.
Poison touch (up to lethal) at will
Astral Projection at will
50% resistance to all magic
75% magic resistance to all spells or webs
95% magic resistance to one school or sphere or path of magic
Immunity to a specific 5th level or lower spell
Cast a specific 7th level or lower spell, 3/day
Cast any 5th level or lower spell, 5/week (must choose specific level)
Absorb an Immortal's Quickening; gain the powers of a QLvl 1
Immortal for a number of months = to the amt. of QPts absorbed
Cause random, rapid polymorphing in a creature touched, 1/week
Regenerate 2Hp/rnd
Fly (24 A) at will
Stone Touch: turns anything touched, except specially prepared gloves, to stone (including people, tables, metals, gems, food, etc.)
Temporarily enchant an item, giving it up to a +5 bonus for
one day, 1/day
Permanantly enchant an item, giving it up to a +3 bonus,
1/week
Speed self at will (no aging effects)
Plane Shift (self only) 2/day; random ultil 3rd level (or
until the character advances 3 levels if the power was
acquired during play).
Automatic critical hit with any specific type of weapon
(5/day)
Immunity to one attack form
+8 to all saving throws
Any P1 power at will
Polymorph Self at will
Shape Shift 3/day
NOTES:
For creating rifters during play: if the characters
encounter a rift storm, any character not immune to the mutating
effects (see below) has the possibility of being changed; the
rift storm has a 15% chance of hiting any character (1, 2, or
3 on a d20, then determine which character is hit). If a
character is hit, he has a chance to avoid being pulled through:
roll a save vs. Spell at 2x the save, including Wisdom bonus
(ie. a normal saving throw of 10 with a Wis bonus of +2 needs
to roll a 16 (10-2=8, 8*2=16) or higher to save; the DM may
secretly want to roll this, fudging as necessary). If the save
is sucessful, the character becomes a rifter and rolls for the
Power level.
Once a character is a Rifter or Riftling, they are immune
to the mutating effects of a rift storm (but are still not
immune to being pulled through!)
A character with Power Drain expends a number of Ppts each
day equal to the number of Ppts they must drain per day (P1:
6/day, 1 every 4 hrs; P2: 12/day, 1 every 2 hours; P3: 24/day,
1 every hour). A character with no reserve Ppts starts to use
hie own, weakening as he does so (-2 to Str, Dex, and Con for
every 10% of total Ppts used, min Str/Dex/Con 1). Just like any
ordinary character, if he is reduced to 0 Ppts, he dies. Those
without Power Drain have to be reduced to 1/2 their total before
they start to weaken. A being has 10 Ppts per level or Hit die;
if reduced to 5 or less, they are unconscious; if reduced to 0,
they die. Any non-Power Drainer can regain Ppts at a rate of
1/hour (or 3/hour if the being is sleeping). Note Mana Points
and Spell Points are drained before Power Points, thus making it
easier for non-Pattyrn magic users to survive these attacks; the
down side is that while Power Points are sustenance, Mana or
Spell Points are more like candy.
Seven Suggestions for Rifter Deformities
Malformed limb(s)
Unusual skin/hair colour
Power works nonstop (especially effective with Power Drain;
any skin to skin contact drains Ppts from the person touching the
Rifter)
Believes a certain food is needed to activate the Power (ie.
apple, candy, spinach)
Believes the Power only works at day/night
Multiple personality disorder; the other personalities may or
may not have knowledge of and/or access to the Power