[HR] Science Fantasy House Rules Collection

Mind Breaker:

Level 1: Mindlink, at will, casting time 1 round. The psychic can establish a psychic link with any one willing creature that has a language, provided the psychic can see the target and it is whithin 10’ per level of the psychic. Once the link has been established, the psychic and the target can communicate with one another telepathically, across any language barrier, until one party moves out of range, or the psychic goes to sleep or falls unconscious, or one party chooses to sever the link. The psychic must sever the link before he can establish a link with another creature, unless he has this power more than once. In this case, he may maintain a number of mindlinks equal to the number of times he rolled this power, and all creatures to which he is mindlinked may communicate with each other across the link. The range of this power improves as the psychic gains levels: 100’ per level at 4th level, within the same 6 mile hex at 8th level, within the same 24 mile hex at 12th level. At 4th level or above, you can establish or maintain a mindlink with an unwiling target if it fails a WIS save.

Level 2: Flay Mind, once per hour, casting time 1 round. You psychically assault one creature within 10’ per level. That creature must succeed on a WIS save or take 1d8 damage. If the creature fails its save, you may continue concentrating on this power, and assault him again the next round. You may continue assaulting him, round after round, until he succeeds on a WIS save, or you lose concentration by taking damage, failing a save, or taking any action other than concentrating on this power.

Level 3: Hold Person, once per day, casting time 1 round.

Level 5: Confusion, once per week, casting time 1 round.

Level 7: Feeblemind, once per week, casting time 1 round. You may target any creature with which you are mindlinked, and only creatures with which you are mindlinked, with this power.

Level 9: Mind Switch, once per month, casting time 1 turn. One target with which you are mindlinked must succeed on a WIS save or your mind inhabits his body while his mind inhabits your body. While your minds are switched, each of you gains the STR, DEX, CON, age, speed, and senses of the body they currently inhabit, while retaining all of their own other statistics and abilities. This effect lasts one hour per level of the psychic. If one of the bodies is killed while the effect persists, then the spirit currently in that body dies and the other spirit permanently inhabits the other body.

Mind Reader:

Level 1: Mindlink, at will, casting time 1 round. The psychic can establish a psychic link with any one willing creature that has a language, provided the psychic can see the target and it is whithin 10’ per level of the psychic. Once the link has been established, the psychic and the target can communicate with one another telepathically, across any language barrier, until one party moves out of range, or the psychic goes to sleep or falls unconscious, or one party chooses to sever the link. The psychic must sever the link before he can establish a link with another creature, unless he has this power more than once. In this case, he may maintain a number of mindlinks equal to the number of times he rolled this power, and all creatures to which he is mindlinked may communicate with each other across the link. The range of this power improves as the psychic gains levels: 100’ per level at 4th level, within the same 6 mile hex at 8th level, within the same 24 mile hex at 12th level. At 4th level or above, you can establish or maintain a mindlink with an unwiling target if it fails a WIS save.

Level 2: Hear Thoughts, at will, casting time 1 turn. This power functions as the ESP spell, except that it only lasts as long as the psychic concentrates.

Level 3: Iron Mind, once per 8 hours, casting time 1 turn. The psychic gains a +4 bonus to WIS saves for 1 turn per level.

Level 5: Correspond, once per day, casting time 1 turn. You establish a mindlink with a creature with which you have previously shared either physical contact or a mindlink, regardless of where that creature is. This effect functions across even intergallactic distances, and across interplanar boundaries.

Level 7: Modify Memory, once per day, casting time 1 turn. You reach into the mind of a creature with which you are mindlinked and modify as many as 5 minutes of its memories in one of the following ways: 1 - Eliminate all memory of an event the subject actually experienced (this spell cannot negate charm, geas/quest, suggestion, or similar effect); 2 - allow the subject to recall with perfect clarity an event it actually experienced; 3 - change the details of an event the subject actually experienced; 4 - implant a memory of an event the subject never experienced. A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.

Level 9: Mind Probe, once per day, casting time 1 turn. You reach into the mind of a creature with which you are mindlinked and draw forth its memories. All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. The power lasts for 1 round per level, and you can learn the answer to one question per round, to the best of the subject’s knowledge. If the subject succeeds on a WIS save, it is not required to answer the question; however, making a save does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the power’s duration persists.
You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a WIS save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above. Subjects that do not wish to be probed can attempt to move beyond the power’s range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.

Necromancy:

Level 1: The necromancer can command undead as a Chaotic cleric of his level.

Level 2: Speak With Dead, once per 8 hours, casting time 1 turn.

Level 3: Drain Life, once per day. Creature touched loses 1d10 + Necromancer’s level hit points. Necromancer gains the hit points drained as temporary hit points. These temporary hit points will be the first lost if any damage is suffered, but cannot be regained through rest or healing effects, and will disappear at the expiration of the power’s duration (1 hour per necromancer level). Anyone killed by this power arises as an undead creature (usually a zombie, but based on hd/level) in 1d6 days if the body is not cremated.

Level 5: Fear, once per week.

Level 7: Animate Dead, once per week, casting time one turn.

Level 9: Death Spell, once per month, casting time 1 turn. Anyone killed by this power arises as an undead creature (usually a zombie, but based on hd/level) in 1d6 days if the body is not cremated.

Precognition:

Level 1: Detect Danger: By doing nothing but concentrating for one full round, the precog determins whether a small area (1’ x 1’), creature (man-sized), or object (such as chest, weapon, or smaller item) is dangerous. A full round of concentration is needed for each small area, creature, or object examined. Larger areas, creatures, or objects can be examined by spending proportionally more time. After examining the thing, the caster will learn whether it poses him a clear and present danger, a potential danger, or no danger. The precise nature of the danger is not, however, revealed. Most creatures are potential dangers. Most poisons are clear and present dangers. This power may be used at will.

Level 2: Augury or Predict Weather, casting time 1 turn. This power can be used once per hour; each time it is used, the precog chooses whether it will function as Augury or Predict Weather.

Level 3: Combat Precognition, once per 8 hours, casting time 1 turn. For 1 turn per level, the precog gains a bonus on attack throws, saving throws, and AC equal to his level divided by 3, rounded down. While this power is in effect, the precog cannot be surprised.

Level 5: Postcognition, once per day, casting time 1 turn. See images of the past of object or creature touched. Target must be touched for the entire casting time. Unwilling creatures can can make a WIS save to avoid the effect. In general, this power reveals the target’s origin, how it came to be where it is now, and a number of other events in its existance equal to the precog’s level. If this ability is used again on the same target, it will reveal the same information it did before, unless the precog has more “other events” available to him as a result of his level having increased.

Level 7: Divination, once per day, casting time 1 turn.

Level 9: Moment of Prescience, once per month, casting time 1 turn. This ability lasts for one hour per level of the precog. Exactly one time during the duration of this power, the precog may choose for any one throw he makes to be automatically successful. Alternatively, he may choose for any one throw that another character makes in attempt to injure or thwart the precog to automatically fail.

Pyrokinesis:

Level 1: Ignite: By concentrating for one round, you can ignite any fire you could start with a match or lighter up to 10’ away. If you try to ignite a creature with this power, the target must make a WIS save or take 1d6 damage, and you can’t use this power again for one turn. The range of this ability increases as the psychic gains levels: 30’ at 4th level, 100’ at 8th level, line of sight at 12th level (this is very usefull when paired powers like clairvoyance that allow remote viewing).

Level 2: Hurl Firebolts, once per hour. For a duration of one turn, the psychic may attack by throwing bolts of fire. This functions as having a one handed ranged weapon that inflicts 1d6 fire damage at the following range: 20’(+0)/40’(-2)/60’(-5). The psychic’s WIS bonus applies to attacks and damage with this weapon (in place of his DEX), and the psychic may make up to his level or 4 (whichever is less) cleave attacks with it each round.

Level 3: Resist Fire, once per 8 hours. Alternatively, you may use this power to quench all normal fire within a 20’ cube that is within the range of your Ignite power.

Level 5: Fireball, once per day.

Level 7: Wall of Fire, once per week.

Level 9: Cryokinesis: The psychic learns how to decrease as well as increase the energy of a target. When he uses wall of fire, he may create a wall of ice (as the spell) instead. When he uses any of his other powers, he may choose to inflict or resist cold damage instead. Note that this does not allow him to use these powers any more often.

Telekinesis:

Level 1: The character can use telekinesis to manipulate objects up to 10’ away. For the most part, he may use telekinesis to do anything he could do by physically interacting with the target, except that he uses his Wisdom in place of his Strength. He may use telekinesis to make Brawling and Wrestling attacks (again, with WIS substituting for STR), but not weapon attacks. He may use telekinesis to Pick Pockets; if he does not have the Pick Pockets ability, he may pick pockets with telekinesis as a thief of half his level. The range of this ability increases as the psychic gains levels: 30’ at 4th level, 100’ at 8th level, line of sight at 12th level (this is very usefull when paired powers like clairvoyance that allow remote viewing).

Level 2: Choking Grip, once per hour.

Level 3: Levitate, once per hour, casting time one turn. Range is the same as his level 1 telekinesis power range limit. Weight limit increases as the psychic gains levels: 100 pounds per level up to 10th level, 1 ton at 11th level, 2 tons at 12th level, 5 tons at 13th level, 10 tons at 14th level. At 8th level or above, unwilling or attended targets may be lifted if they fail a STR save.

Level 5: Restrain, once per day. Targets a single creature or object within 180’. The target must make a STR save or be restrained for as long as the psychic does nothing but concentrate on maintaining this effect, and for a number of rounds equal to the psychic’s level after he stops concentrating. A restrained creature is aware, and breathes normally, but cannot take any action, including speech. A winged creature that is restrained cannot flap its wings and will fall. A restrained swimmer cannot swim and may drown. A door or similar object that is restrained cannot be opened unless the opener succeeds on a STR save.

Level 7: Fly, once per 8 hours, casting time 1 turn.

Level 9: Crush, once per week. As restrain, but target takes damage each round it is restrained. The target takes 1d10 damage each round that the psychic concentrates on maintaining the effect, and 1d6 damge each round that the effect persists after he stops concentrating.

Saving Throws:

Replace this…with this…which is used to resist this:
Poison & Death…CON…Poison, instant death effects, and anything else that targets your health directly
Petrification & Paralysis…STR…Wrestling and any other attempt to physically restrain you
Blast & Breath…DEX…Area effect attacks and anything else you can dodge out of the way of
Spells…WIS…Mind affecting effects and anything that doesn’t fit one of the other categories

Saving throws are modified by the corresponding attribute modifier.
Order of precedence is CON > STR > DEX > WIS.
Ignore the Staffs & Wands save, but grant a +1 bonus to save against effects generated by a staff, wand, or similar device.

I had similar issues when I was building the Claviger class.

May I suggest that you further narrow the armor selection to Restricted? The the best armor a gunslinger could have would be hide (aka leather duster). Then you could improve weapons to broad and that would give you a bit more flexibility.

Level Titles

1st: Greenhorn
2nd: Tinplate
3rd: –
4th: Quickdraw
5th: –
6th: –
7th: Sharpshooter (Should have firing into melee penalty zeroed out)
8th: Far Ranger
9th: Gunslinger
12th: Lone Ranger

Armor:

According to the Light Helmet entry in the ACKS Companion, wearing armor without a helmet reduces the AC by 1 (I’m curious how that rule interacts with hide and fur armor…). Since wearing a helmet seems to be the exception rather than the rule among road warrior types (and among my vain players) I want to flip this around and make wearing a helmet an opt-in rather than opt-out choice. So here’s my optional armor table:

Example - AC - Enc - Cost - Minimum Class Armor Selection Required
Clothing - 0 - n/a - n/a - Forbidden
Leather - 1 - 1 st - 10gp - Narrow
Scale - 2 - 2 st - 20gp - Broad
Chain - 3 - 3 st - 30gp - Broad
Lamellar - 4 - 4 st - 40gp - Unrestricted
Plate - 5 - 5 st - 50gp - Unrestricted
Light Helmet - +1 - 1 st - 10gp - Restricted
Heavy Helmet - +1 - 1 st - 20gp - Restricted
Shield - +1 - 1 st - 10gp - Restricted + Weapon & Shield Fighting Style

Post-apocalyptic soldiers in the armies of highly civilized realms wear various historical styles of armor (such as the ones listed in ACKS) that have been either consciously copied from the Ancients’ records of their own history or convergently reinvented by post-apocalyptic armorers.

Bandits, raiders, mutants, poor mercenaries and adventurers, and other unsavory sorts wear armor more reminiscent of Fallout or The Road Warrior, which is generally known as wastelander armor.

Wastelander Armor: Cost, encumberance, and required armor selection is the same as for historical armor with the same AC.

~ AC1: Leathers (often black), thick hides and furs, a motley patchwork outfit stitched together from the remnants of a dozen or more ruined armored jumpsuits, or a leather duster lined with the remains of several ruined armored jumpsuits.

~ AC2: As AC1, but augmented with rigid pieces that protect one or more arms, legs, or shoulders. These rigid pieces could be mail or plate scavenged from suits of historical armor, ancient pieces scavenged from ruined suits of ancient battle armor or powered armor, or crude pieces fashioned from scrap metal or the bones, shells, or exoskeletons of heavily armored mutant monsters.

~ AC3: As AC2, but with but with rigid protection for the chest and back as well. This could be a breastplate or mail vest.

~ AC4: As AC3, with rigid protection for the chest and back, both arms, both legs, and both shoulders.

There is no AC5 wastelander armor.

Relic Armor: All peices must be tuned up every year like other ancient relics.

Armored Jumpsuit: AC2, Enc 0, Narrow armor selection. Can be worn consealed beneath normal clothing.

Ancient Battle Armor: AC4, Enc 2, Broad armor selection. A heavier armored jumpsuit augmented with a rigid breastplate composed of advanced materials and matching arm, leg, and shoulder protection. And pockets.

Powered Armor: AC6, Enc 2, Unrestricted armor selection. A full suit (sans helmet) of rigid armor composed of advanced materials and augmented with internal motors to reduce its effective encumberance. The wearer’s effective STR is increased by 2, and he does not have to rest every 6th turn while exploring.

Powered Assault Armor: AC8, Enc 3, Unrestricted armor selection. A full suit (sans helmet) of rigid armor composed of advanced materials and augmented with internal motors to reduce its effective encumberance. The wearer’s effective STR is increased by 2, and he does not have to rest every 6th turn while exploring.

Ancient Helmet: +1 AC, ENC 1, Restricted armor selection. A relatively open helmet with a trasparent visor, this device provides 60’ infravision and also serves as a set of display goggles (see Relic Communications Equipment).

Powered Helmet: +1 AC, ENC 1, Restricted armor selection. A heavy helmet that fully encloses the head, this device provides a +2 bonus on d20 rolls made on the mortal wounds table and 60’ infravision, and also serves as a set of display goggles (see Relic Communications Equipment). When worn with a suit of power armor, it also provides the wearer with breathable air (uncontaminated by poison, radiation, or pathogens) at a comforatble temperature and pressure.

Shield Glove: +2 AC, ENC 0, Restricted armor selection plus weapon and shield fighting style. This device projects a hardened force field in the shape of a shield (usually but not always round). It’s predictive AI activates the shield when the wearer rolls initiative.

Those are some great level titles, Baron. Thanks! I’m kind of letting this percolate a bit after delving so deep into the psychic powers over the weekend. But your mention of hide armor got me thinking about my nitpicky issue with the interaction of hide armor and the light helmet rule from the Companion. So I finished up and posted the armor tweaks I’ve been working on.

This is great stuff! Have you added any other content in the meantime?

Glad you like it. I haven’t added anything else, no. I have gamer ADD issues, and wrote this science fantasy stuff mostly to get it out of my head so I could concentrate on the straight fantasy campaign I was developing. I might go back to it in the near future, though, as a way of transitioning a campaign I run sporadically for another group to a Sword & Planet game.