The Psi-Warrior

Becoming a Psi-Warrior is a long and arduous process.Young hopefuls are required to undergo an intense selection period lasting a year. It is designed to weed out lesser candidates.Training is no less difficult for those who pass. They can look forward to decades of demanding training that requires the applicants to be be highly motivated, dedicated, and spiritually centered. They are trained in the martial arts, swordsmanship and horsemanship, as well as nonviolent pursuits that include meditation, philosophy, theology and spiritual instruction. The most secretive and formidable area of Psi-Warrior training is the mastery of physical psionics. Every warrior learns to focus his mental energy and reach out with his mind. They learn a variety of psychic abilities that include healing, physical and the superpowers of psi-sword, psi-shield and various forms of telekinesis. These powers are revealed to the young student gradually, thus it takes years of intense study and training before novices complete their apprenticeship and are allowed to make their place in the world.

Psi-Warriors are not actually part of any formal organization or fraternity. Once their training is completed, they are sent into the world to "make their place in it." They can use their powers and training for personal gain, good or evil, although the vast majority (approx. 70%) use it for good.

Most Psi-Warriors avoid politics and find it distasteful and manipulative. This sometimes gets even good Psi-Warriors in trouble as they sometimes ignore or break regional laws for their own (arguably higher) morality. Along those lines, most Psi-Warriors avoid entanglements in political wars, although they may haunt the sidelines of a war, fighting small battles to protect the innocent caught in the middle or used as pawns. Evil Psi-Warriors (typically aberrant or miscreant) do exist. They are usually ruthless and brutal combatants who fight for wealth, fame and/or power. Some become despot lords or leaders of evil bands. Others are wandering adventurers in search of excitement and profit. Yet even among evil Psi-Warriors, most have a disdain for the supernatural and will rarely ally themselves with them. In fact, these misbegotten warriors sometimes join forces with good to battle supernatural evil, or ally themselves with the supernatural only long enough to betray and destroy them taking what magic or booty they can as their reward, without concern for others. Some evil Psi-Warriors actively engage in the destruction of the supernatural wherever they encounter it, and aberrant characters often fight to liberate and protect the innocent, especially women and children. Unfortunately, after their heroics, the warriors may expect some favor or payment, including carnal ones, or ignore the plight of people when the supernatural or magic are not involved. Such misanthropes are likely to have their own strange code of justice, honor and fair play, but are far from heroic or trustworthy. Most are duplicitous, cruel, and treacherous. They lie, cheat and backstab those they do not respect or when it behooves them to do so. Most engage in strong arm tactics, intimidation, torture, and murder.

Levels of Experience & Power

The Psi-Warrior earns his special abilities in slow increments as he increases in experience, maturity and understanding of psychic powers and the world at large. The character begins with just ahandful of abilities at first level but acquires many more as he rises in level.

The Psi-Warrior training system doesn't work on a strict time-scale; after all, people grow, mature and learn at different paces. According to the spiritual teachers, there is only "one pace for each person, the right one for you." As the character gains experience levels, his mastery of psionic powers and martial fighting techniques also increases. Note: All bonuses are cumulative and in addition to possible attribute bonuses and hand to hand combat bonuses.

  1. First Level. Years of training and inner searching has brought the Psi-Warrior to this point. He is now ready to go into the world and find his place in it. The basic orientation makes him or her an idealistic warrior who battles injustice and supernatural evil in all its guises. Exactly how the character conducts himself and what he/she may make of himself rests in his own hands. The initial training focused on developing self-control, achieving mastery over one's own mind, spirit and body.
    Fasting and Self Denial: A way to build discipline and access one's inner spirit and strengths. In preparatory training, young candidates are required to experience self-denial by going without water, food, sleep and other comforts (dry clothes, warmth, a soft bed/furniture, human companionship, etc.) for long periods of time. As a result, they can resist thirst for two days per level of experience, resist hunger for three days per level of experience, and remain active for up to four days without sleep and without serious penalties from deprivation. Although the character is able to ignore the pain and discomfort, and function at close to normal, the physical body does suffer damage from dehydration, starvation, sleep deprivation, etc. After three days the following penalties apply: reduce speed and skill performance by 5%, -1 on initiative, -1 to parry and dodge, and -1 on punch and kick damage. Repeat these penalties for each subsequent two days of deprivation.
    Awareness of True Self: Psi-Warriors learn to meditate in order to get in touch with their true inner self and to find calm and focus. During this process the character is taught the psionic powers of Mind Block and Summon Inner Strength. They also learn to use meditation to increase the rate of I.S.P. recovery; standard for meditation. I.S.P. is regained at the rate of 2 per hour of activity, or 12 per hour of meditation or sleep.Psionic Powers: Mind Block, Summon Inner Strength, Resist Fatigue, Resist Hunger, Resist Thirst, Telekinetic Lift, Telekinetic Push and Psychic Body Field
  2. Second Level: The Art of Defense. At second level the young warrior develops greater compassion, mercy and insight toward others.Psionic Powers: Empathy, Deaden Pain, Replenish P.P.E., Increase Healing, Suppress Fear, and Psi-Shield. Special Bonuses: +1 to disarm, +2 to pull punch, +1 to dodge, +1 to roll with impact or fall, +1 to parry with Psi-Shield at levels 2, 6, 9, 12 and 15, and the Psi-Warrior can parry projectiles and energy blasts with the shield, but all such attempts are done without benefit of any bonus other than P.P. attribute and suffers a penalty of -3 to do so.
  3. Third Level: The Arts of Offense. The young warrior hones his offensive combat abilities the heart of training at this phase, specifically how to summon and use the psi-sword. The warrior is also taught to let restraint and mercy guide his actions in battle. Killing is allowed only in self defenseor in the defense of the helpless.Psionic Powers: Psi-Sword, Combat Initiative, TelekineticPunch, Telekinetic Leap and Telekinesis (Super). Special Bonuses: Psi-Sword Bonuses (applicable only when a Psi-Sword is used): +1 on initiative, +2 to strike, +1 additional melee attack!
  4. Fourth Level: Opening of the Mind's Eye: A greater understanding of the world around him. After he has learned self-control and how to fight, the Psi-Warrior learns to master his psychic senses to see the paranormal universe around him with greater clarity.Psionic Powers: See the Invisible, Nightvision, Presence Sense, Sense Evil, Sense Magic, and Read Dimensional Portal.
  5. Fifth Level. A greater understanding of mind over matter.Psionic Powers: Bio-regeneration (super), Impervious to Cold, Impervious to Fire, Impervious to Poison and healing touch.
  6. Sixth Level: Defender of the Weak.Psionic Powers: Group Mind Block, Mind Bolt, Sense Dimensional Anomaly and Telekinetic Force Field.
  7. Seventh Level: The Spirit World. A greater understanding of psychic powers and spirits.Psionic Powers: Astral Projection, Commune with Spirits, Exorcism, Clairvoyance, Detect Psionics and See Aura.
  8. Eighth Level: The Dedicated Warrior.Psionic Powers: Astral Golem and Bio-Manipulation.
  9. Ninth Level and beyond the Psi-Warrior can select onePsionic Power from either the Healer or Sensitive category.

Special Psi-Warrior Powers

  1. I.S.P.: Roll 3D4xlO plus the character's M.E. attribute number to determine the base Inner Strength Points. The character gets another 8 I.S.P. for each additional level of experience.
  2. Saving throw versus psionic attack: As a Master Psychic, the character needs a 10 or higher to save vs psionic attacks.
  3. O.C.C. Bonuses: +1 to M.A., +1D6 to P.S., +1 to P.E., +4D6 S.D.C., +1 on initiative, +1 to pull punch, +1 to roll with impact or fall, +10% to save vs coma and death, +2 to save vs possession at levels 2, 6, 9 and 12, and +1 to save vs horror factor at levels 1, 3, 5, 7, 9, 11, 13 and 15. The influence of ley line energy: The duration and range of psychic powers are increased by 50% whenever on or near (within one mile/1.6 km) a ley line. The duration, range, and damage of his powers are doubled when at or near (one mile/1.6km) a ley line nexus point!

Psi-Warrior O.C.C.


Attribute Requirements: A high I.Q., M.E., P.S. and P.P. attributes are helpful but not required. The only thing required is a desire to help others and destroy supernatural evil.
Alignment: Any, although they tend to lean toward scrupulous, unprincipled and aberrant.
Gender: Male or Female
Race: Most common among humans (68%), Elves(10%), Ogres (5%) and 17% others.
O.C.C. Skills:
    Language: Native at 98% plus 2 others of choice (+20%)
    Basic Math (+10%)
    Land Navigation (+15%)
    Wilderness Survival (+10%)
    Intelligence (+6%)
    Tracking (+10%)
    Horsemanship: General (+16%)
    Horsemanship: Exotic (+15%)
    First Aid (+10%)
    Lore: Demons & Devils (+10%)
    Lore: Creatures & Monsters (+10%)
    Swimming (+10%)
    Physical: Two of choice
    W.P. Sword
    W.P. Two of choice
    Hand to Hand: Martial Arts

O.C.C. Related Skills: Choose 7 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    Communications: Any (+10%)
    Domestic: Any
    Espionage: Any
    Horsemanship: General or Exotic Only.
    Labour: Any
    Medical: Any (+15%)
    Military: Any
    Naval: Any
    Performing Arts: Any (+10%)
    Physical: Any
    Rogue: Any
    Science: Any (+5%)
    Scholar/Noble/Technical: Any (+15%)
    Weapon Proficiencies: Any
    Wilderness: Any

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: A set of travelling clothes, A suit of light armour, a first-aid kit, sleeping bag, saddlebags, backpack, 100 feet (30.5m) of rope, grappling hook, 1D4+1 weeks of emergency food rations, two canteens, hatchet for cutting wood, survival knife, mallet, 3 weapons of choice, and a good quality horse.

Money: The character starts with 2D4xlOO gold.

Experiance and Combat Table:
LevelExperience
10-1,930
21,931-3,860
33,861-7,720
47,721-15,200
515,201-23,300
623,301-36,666
736,667-56,666
856,667-86,666
986,667-111,666
10111,667-135,666
11135,667-166,666
12166,667-216,666
13216,667-266,666
14266,667-316,666
15316,667-386,666

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