Psi-archer revamped
1. Psychic Weapons: These bows are reminiscent of TechnoWizard bow that fire M.D. energy blasts rather than arrows. In this case, the Psi-archer can power or charge the arrows with destructive energy by linking with the weapon! The bow effectively becomes an extension of the psychic archer
Damage & I.S.P Cost: This turns conventional arrows into mega-damage rounds that inflict 1D6 M.D. each with the expenditure of 10 I.S.P.; the arrows are surrounded by an aura of energy. Limitations: every arrow fired with duration of one minute per level of experience. A maximum of three bows/crossbows can be linked to the Psi-archer at any one time. The charged arrows can only be fired from a bow linked to the Psi-Archer and cannot be charged and given to a different person — only the Psi-Archer can use his weapons in such a way.Range: Same as the ordinary weapon. takes two melee actions to focus and charge the bow. The weapon firing these energy rounds is considered normal and ordinary in every way, for it is the Psi-archer creating the effect, not the bow; it is simply the psychic's focal point. In fact, magical, Techno-Wizard, Bio-Wizardry and psionic devices cannot be charged and used in this fashion. Also note that the Psi-archer can telekinetically make any psychic weapon linked to them fly into their hands at the cost of one I.S.P., but is limited to a range of 10 feet (3 m) +1 foot (0.3 m) per level of experience.
2. Psi-Arrows: By spending 15 I.S.P.. the character can create and fire energy arrows that fire as bolts.of mental energy. Each bolt does 4D6 M.D, +1 M.D. per level of experience. the bolts are +2 to strike plus any bonuses from archery and targeting. Once activated, the power lasts for one minute per level of experience. Firing range is same as bow being used can only be fired from linked bows
3. Psi-Short Bow: By spending 30 I.S.P.. the character can create an energy "bow" that fires bolts.of mental energy. Each bolt does 4D6 M.D, +1 M.D. per level of experience. the bolts are +2 to strike plus any bonuses from archery and targeting. Once activated, the bow lasts for one minute per level of experience. Firing range is 300 feet (91.5 m) +40 feet (12 m) per level of experience.
4. Other Psionic Powers: All Psi-archers possess the powers of sixth sense, mind block, mind bolt, psychic body field, and telekinesis (physical; not super), The player can select one additional psionic power per each level of experience (starting with level one) from any category except Super. At levels 4, 8, and 12 the Psi-Archer may select one power from the Super Psionic category
I.S.P. is the M.E. attribute times two plus 10 per level of experience. Considered a master psionic.
5. Expertise with all bows: The Psi-Archer has a W.P. in the use of all types of bows and crossbows
6. Quick-Draw Initiative: bows and crossbows: This is a P.P. bonus that is fundamentally the same as the Gunslinger, except it applies only to weapons the Psi-Archer is linked to (otherwise reduce by half when using just any gun): +1 to initiative for every P.P. point 18 and above (maximum P.P. 30; for a bonus of +13). This means a character with a P.P. of 24 is +7 on initiative (plus any other initiative bonuses from skills or magic). Remember, the winner of the initiative roll shoots first.
8. W.P. Sharpshooting Specialty: The Psi-Archer automatically gets Sharpshooting with bows and crossbows to which the character is psionically linked. Not applicable to ordinary bow or crossbows which are not psychically bonded to the character, meaning the Psi-archer cannot pick up just any bow and use it with sharpshooting bonuses.
Sharpshooting is a combination of special expertise and trick shooting with a particular type of weapon. Includes +1 melee attack when using that specific weapon for the entire melee round. Shooting bonuses, and trick shooting which includes:
Can shoot over his shoulder by holding up a mirror and using the reflection to aim; no penalties, keep full bonuses to strike.
Accurately shoot while riding a horse or a moving vehicle (normally a wild shot), but strike bonuses are half and a "called" shot is impossible.
Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
Dodge, roll or somersault and come up shooting (normally a wild shot), with no bonuses or penalties to strike; straight roll of the dice.
Ricochet shot! The shooter can bounce bullets, arrows, slings, and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target! Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by half. This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot. Particle beams, ion blasters, rail guns, mini-missiles and other types of weapons cannot be used.
Note: See the W.P. Sharpshooting Specialty skill description for full details.
9. Bonuses: As a Master Psychic, the Psi-Archer needs a roll of 10 or higher to save versus psionic attack (plus any M.E. attribute bonuses). +3 to save vs mind controlling drugs, potions, and magic charms, +3 to save vs possession, and +2 to save vs Horror Factor. +1D6 S.D.C. due to their training as men of arms (this puts them at higher starting S.D.C. than a psychic, but lower than the typical men of arms).
Psi-Archer P.C.C.
Alignments: Any.
Attribute Requirements: P.S. 7 or higher, P.P. 12 or higher, P.E. 10 or higher. A high I.Q. and M.E. (10 or higher) are also strongly suggested, but not required.
P.C.C. Skills:
Languages: Native Tongue at 98%, plus two of choice(+10% each).
Carpentry (25%+5%)(+10%)
Fashion tools and weapons (+20%)
General Repair & Maintenance (35%+5%) +10%
Land Navigation (+10%)
Sniper
Whittling & Sculpting (30%+5%)(+10%)
W.P. Archery
W.P.: One of choice.
Hand to Hand: Basic
Hand to Hand: Basic can be improved to Expert at the cost of two P.C.C. Related Skills, or Martial Arts (or Assassin if an evil alignment) for the cost of three P.C.C. Related Skills.
P.C.C. Related Skills: Select five other skills at level one, plus select one additional skill at levels three, six, nine, and twelve. All new skills start at level one proficiency.
Communications: Any (+5%).
Domestic: Any (+5%).
Espionage: Any (+5%).
Horsemanship: General or Exotic only.
Medical: First Aid only.
Military: camouflage only.
Physical: Any, except Acrobatics, Gymnastics, and Wrestling.
Rogue: Any (+5% to Prowl and Streetwise only).
Science: Mathematics only.
Scholar/Technical: Any (+10% to Language, Literacy, and Lore only).
Weapon Proficiencies: Any.
Wilderness: any (+5%)
Secondary Skills: The character also gets to select four Secondary Skills at level one, and two additional skills at levels four, eight, and twelve.
Starting Equipment: Two sets of clothing, hooded cape or cloak, boots, a pair of gloves, belt, bedroll, backpack, two medium sized sacks, two small sacks, a quiver of arrows, sharpening stone, a water skin, food rations for 1D4 weeks, a pocket mirror, and a tinder box.
Armor: Starts with a suit of light M.D.C. armor most prefer light, magic armor and avoid heavy and noisy armor when possible, but can wear any type of armor.
Weapons: Starts with a knife, short bow, quiver with 24 short arrows, and one other weapon of choice. weapons of good quality. Magic weapons and other items must be acquired later.
Money: The character starts with 1d6x1000 in credits, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or from booty.
Experience Point Table: Same as the psi-slinger
Damage & I.S.P Cost: This turns conventional arrows into mega-damage rounds that inflict 1D6 M.D. each with the expenditure of 10 I.S.P.; the arrows are surrounded by an aura of energy. Limitations: every arrow fired with duration of one minute per level of experience. A maximum of three bows/crossbows can be linked to the Psi-archer at any one time. The charged arrows can only be fired from a bow linked to the Psi-Archer and cannot be charged and given to a different person — only the Psi-Archer can use his weapons in such a way.Range: Same as the ordinary weapon. takes two melee actions to focus and charge the bow. The weapon firing these energy rounds is considered normal and ordinary in every way, for it is the Psi-archer creating the effect, not the bow; it is simply the psychic's focal point. In fact, magical, Techno-Wizard, Bio-Wizardry and psionic devices cannot be charged and used in this fashion. Also note that the Psi-archer can telekinetically make any psychic weapon linked to them fly into their hands at the cost of one I.S.P., but is limited to a range of 10 feet (3 m) +1 foot (0.3 m) per level of experience.
2. Psi-Arrows: By spending 15 I.S.P.. the character can create and fire energy arrows that fire as bolts.of mental energy. Each bolt does 4D6 M.D, +1 M.D. per level of experience. the bolts are +2 to strike plus any bonuses from archery and targeting. Once activated, the power lasts for one minute per level of experience. Firing range is same as bow being used can only be fired from linked bows
3. Psi-Short Bow: By spending 30 I.S.P.. the character can create an energy "bow" that fires bolts.of mental energy. Each bolt does 4D6 M.D, +1 M.D. per level of experience. the bolts are +2 to strike plus any bonuses from archery and targeting. Once activated, the bow lasts for one minute per level of experience. Firing range is 300 feet (91.5 m) +40 feet (12 m) per level of experience.
4. Other Psionic Powers: All Psi-archers possess the powers of sixth sense, mind block, mind bolt, psychic body field, and telekinesis (physical; not super), The player can select one additional psionic power per each level of experience (starting with level one) from any category except Super. At levels 4, 8, and 12 the Psi-Archer may select one power from the Super Psionic category
I.S.P. is the M.E. attribute times two plus 10 per level of experience. Considered a master psionic.
5. Expertise with all bows: The Psi-Archer has a W.P. in the use of all types of bows and crossbows
6. Quick-Draw Initiative: bows and crossbows: This is a P.P. bonus that is fundamentally the same as the Gunslinger, except it applies only to weapons the Psi-Archer is linked to (otherwise reduce by half when using just any gun): +1 to initiative for every P.P. point 18 and above (maximum P.P. 30; for a bonus of +13). This means a character with a P.P. of 24 is +7 on initiative (plus any other initiative bonuses from skills or magic). Remember, the winner of the initiative roll shoots first.
8. W.P. Sharpshooting Specialty: The Psi-Archer automatically gets Sharpshooting with bows and crossbows to which the character is psionically linked. Not applicable to ordinary bow or crossbows which are not psychically bonded to the character, meaning the Psi-archer cannot pick up just any bow and use it with sharpshooting bonuses.
Sharpshooting is a combination of special expertise and trick shooting with a particular type of weapon. Includes +1 melee attack when using that specific weapon for the entire melee round. Shooting bonuses, and trick shooting which includes:
Can shoot over his shoulder by holding up a mirror and using the reflection to aim; no penalties, keep full bonuses to strike.
Accurately shoot while riding a horse or a moving vehicle (normally a wild shot), but strike bonuses are half and a "called" shot is impossible.
Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
Dodge, roll or somersault and come up shooting (normally a wild shot), with no bonuses or penalties to strike; straight roll of the dice.
Ricochet shot! The shooter can bounce bullets, arrows, slings, and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target! Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by half. This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot. Particle beams, ion blasters, rail guns, mini-missiles and other types of weapons cannot be used.
Note: See the W.P. Sharpshooting Specialty skill description for full details.
9. Bonuses: As a Master Psychic, the Psi-Archer needs a roll of 10 or higher to save versus psionic attack (plus any M.E. attribute bonuses). +3 to save vs mind controlling drugs, potions, and magic charms, +3 to save vs possession, and +2 to save vs Horror Factor. +1D6 S.D.C. due to their training as men of arms (this puts them at higher starting S.D.C. than a psychic, but lower than the typical men of arms).
Psi-Archer P.C.C.
Alignments: Any.
Attribute Requirements: P.S. 7 or higher, P.P. 12 or higher, P.E. 10 or higher. A high I.Q. and M.E. (10 or higher) are also strongly suggested, but not required.
P.C.C. Skills:
Languages: Native Tongue at 98%, plus two of choice(+10% each).
Carpentry (25%+5%)(+10%)
Fashion tools and weapons (+20%)
General Repair & Maintenance (35%+5%) +10%
Land Navigation (+10%)
Sniper
Whittling & Sculpting (30%+5%)(+10%)
W.P. Archery
W.P.: One of choice.
Hand to Hand: Basic
Hand to Hand: Basic can be improved to Expert at the cost of two P.C.C. Related Skills, or Martial Arts (or Assassin if an evil alignment) for the cost of three P.C.C. Related Skills.
P.C.C. Related Skills: Select five other skills at level one, plus select one additional skill at levels three, six, nine, and twelve. All new skills start at level one proficiency.
Communications: Any (+5%).
Domestic: Any (+5%).
Espionage: Any (+5%).
Horsemanship: General or Exotic only.
Medical: First Aid only.
Military: camouflage only.
Physical: Any, except Acrobatics, Gymnastics, and Wrestling.
Rogue: Any (+5% to Prowl and Streetwise only).
Science: Mathematics only.
Scholar/Technical: Any (+10% to Language, Literacy, and Lore only).
Weapon Proficiencies: Any.
Wilderness: any (+5%)
Secondary Skills: The character also gets to select four Secondary Skills at level one, and two additional skills at levels four, eight, and twelve.
Starting Equipment: Two sets of clothing, hooded cape or cloak, boots, a pair of gloves, belt, bedroll, backpack, two medium sized sacks, two small sacks, a quiver of arrows, sharpening stone, a water skin, food rations for 1D4 weeks, a pocket mirror, and a tinder box.
Armor: Starts with a suit of light M.D.C. armor most prefer light, magic armor and avoid heavy and noisy armor when possible, but can wear any type of armor.
Weapons: Starts with a knife, short bow, quiver with 24 short arrows, and one other weapon of choice. weapons of good quality. Magic weapons and other items must be acquired later.
Money: The character starts with 1d6x1000 in credits, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or from booty.
Experience Point Table: Same as the psi-slinger