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#psionics
lil-tachyon · 1 month
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Cetacean Psiberwarfare
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dailyadventureprompts · 10 months
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Adventure: Dead Certian
It was all going to end like this, one day or another
Hooks:
It starts out as a simple enough job, some noble or other has acquired some potentially profitable land but learned too late that it rests within the hunting grounds of some dangerous monsters lairing in a ruin in the nearby mountains. After being hired by an agent of the noble with a sizable upfront payment and the promise of more to come, the party find themselves hiking up into the foothills towards an abandoned abbey. It's your standard monster hunt... aside from the mostly devoured bodies indicating the party are not the first ones to be sent up the mountain.... or the rambling immortal corpse chained up for what seems like decades in a secret cell in the abbey's foundations.
It's a week or so later that the visions start... only rumours at first, people having bad dreams about a hateful red sun in a black sky, horrifying shapes moving about a blasted and ashen countryside... but then one of the heroes "awakens" in the burnt out ruins of the in they went to sleep in last night and are forced to fight for their life against various monstrosities before gasping awake. These visions are unpredictable and intermittent, and as speculation mounts of what they might mean further tales come creeping in about people dying in thier sleep or even rising from their beds to go on a mindless rampage after falling under the influence of whatever it is they're seeing.
Some time later the party is approached again by the noble's agent... though this time they're dishevelled, paranoid, and have obviously been running for their life for some days. They explain that their employer is up to something wicked, they don't know what, but its got something to do with the old abbey and the visions and its only going to get worse if they're not stopped.
Setup: Consigned to the dustbin of history nearly a century ago, the soothsayer Tirman Houndstongue was known in his day for producing prophecies as cryptic as they were accurate. The "Houndstongue Harkenings" were required readings for mystics of the day, until the new writings suddenly stopped as most presumed that the diviner had simply dropped dead in one of his famously fevered writing sessions. One by one the events hinted at by Tirman's writings were divined and came to pass, and the once famous fortuneteller fell into obscurity.
The truth is far stranger than what is remembered: After years of seeminly innocuous prophecies Houndstongue started predicting the end of the world, and in fear of his widely circulated ramblings causing a panic the church censored his writings and imprisoned him in an isolated monestary that only a select few knew about. For the rest of his life Tirman rambled on about all the horrors that would befall the world during the end times.. and then kept on rambling after he died, seeminly animated by the NEED to keep pronouncing the end of days, pausing only to talk about the terrible fates that would befal his captors and how their actions were all for not. Less than a decade later an outbreak of plague struck the monestary, leaving the corpse forgotten in its cell.
Forgotten, except for a certain noble by the name of Vandermyr , who's family's rise to prominence came about as party of Tirman's prophecies. Though born generations after the oracle's apparent death, Vandermyr developed an obsession with Houndstongue's writings thinking that they didn't just apply to specific events but spoke of underlying patterns in fate. After lucking into increasingly successive business ventures, Vandermyr bent his family's resources to discovering lost scraps of Tirman lore, eventually stumbling into the truth of his abduction, and his eventual resting place, buying the estate nearby.
Sending multiple groups to seek out scraps of unpublished prophecy under the guise of monsterhunting, Vandermyr was DELIGHTED to encounter the recitating cadaver of his idol once the party reported back, going so far as to visit the monastery himself before commanding servants to drag Tirman's remains back to his manor. In long hours spent listening at the corpse's feet comes to a revelation: that the apocalyptic ravings are just cryptic metaphor, misunderstood by the narrow minded churchfolk, and that surely they would lead him, and the Vandermyr family to rise to even greater heights.
Further Adventures:
Vandermyr is an idiot and he's kickstarted the end of days, which makes the party atleast partially culpable. It might take them a while to connect the auspicious signs to clues left in the dungeon, but once they figure it out they'll need to break into Vandemyr's manor for answers. Thankfully they're not alone in this task, as despite being a mouthpiece for otherworldy forces and stone dead for well over a hundred years, Tirman's been trying to prophecy AROUND the death of the world, it'll just take the party a bit of champion level bullshit decoding to figure out how.
Unbenknownsed to anyone including him, Tirman's prophecies were delivered by an extradimensional horror with power over predestination known as the Nigh-Tyrant. From its home amid the carcasses of devoured worlds this pisonic predator would weave itself into the causality of a realm it wished to devour, influencing events to allow it to travel between realms and rampage as it pleased. The problem with fighting this entity is that its consciousness is made up in-part of all the guilt and madness wracked oracles it used in the past, meaning its ability to predict the party's actions is manifold. Whats more, it commands those lesser nightmares that have come to dwell in the aftermath of its apocalypse, and can dispatch them to the party's world through various hidden means.
You can't go around subverting fate and not expect the gods to get involved. Istusis or other fate-warping gods are a lightly choice for late-game party benefactors, and the heroes may find their journey altered at several points to steer them in the needed direction before actual intervention takes place.
If you need to further up the stakes, consider having the belayed end of days get the attention of the outergod with dominon over failed apocalypses who senses the titan's death like a vulture on the wind
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ritelli-main · 4 days
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@princefleabitten 's been asking me for months when I'm finally going to draw him. I wish my bangs were this great.
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whereserpentswalk · 24 days
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nite0304 · 9 months
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Even more crystal stuff, because fuck the caster amirite?
This time its a golem made entirely out of gemstones, capable of reflecting even the most powerful of spells, specially psionic spells!
You can get the Psionomicon now on my patreon, or on DMsGuild!
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vintagerpg · 1 year
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Looking through The Complete Psionics Handbook (1991) before writing this made me feel like I am crazy. I remember a book that was dense, hard to parse and ultimately corny — we usually just ignored it back in the day. What I see now is just…pure potential. There is so much cool shit in this book, its like a whole different kind of D&D. I can’t help but wonder if me and my high school comrades were all idiots who didn’t know how to do anything right.
OK, so, psionics in 1E sucked. They were impossible to get, but promised mental powers that pretty much guaranteed the breaking of the game. Here, the idea is to preserve that mystique without the breakage and…I think it works? It is definitely wrapped in a new age vibe a la Time/Life’s Mysteries of the Unknown, but also a weird science fantasy thing, too. Just look at the (awesome) Terry Dykstra illustrations. How come I didn’t play THAT D&D? Why didn’t I want to explode things with my miiiiiiind?
The book IS dense, it is pretty much all rules for a brand new caster class — instead of schools or spheres, psionicists have disciplines that are made up of powerful sciences and less powerful devotions. There are limits on what kinds and how many powers a character can have, and they require skill checks to turn on. This results in characters with pretty narrow, but powerful, but slightly unreliable power sets. Which seems super fun? There are special psychic duel rules to gain quick advantage over other psionic opponents, which is pretty cool.
The approach to psychic powers in this book is apparently derived from Julian May’s four book Saga of the Pliocene Exile, which I never heard of before now but suddenly I am keen to read at least the first book…
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dungeonmalcontent · 7 months
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Psionics: Spellcasting & Specialties
It's here! (And I'm gonna be straight about this from the start, its $9.99, and it's worth every penny.)
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This book. Has taken far longer than it had any right to. It's also better than it really had any right to be. This started as a post it note on my wall. It is now 42 pages. It contains rules for adding psionics into 5e without making it a whole new thing that only some people can kind of take advantage of.
This isn't the mystic UA all over again. This is psionics for EVERYONE.
Three types of psionic spellcasting that work on any spellcaster. ANY spellcaster. I don't care how complex your multi-class is, this book works on it. I mae specific adjustments for every spellcasting feature, including third-casting (do you know how relatively obscure third-casting is? There aren't even official rules for multiclassing a third-casting spellcaster with other spellcasting classes.)
Six feats that add or empower psionics.
13 subclass options (one for each class) that use psionic abilites.
35 psionic spells. What's a psionic spell? That's a spell in the psionic school that this book also adds; these are spells only accessible to characters using psionic spellcasting. There's also rules for roping older spells from other books into the psionic school to better sort out who can use what.
Have I mentioned before that there are also three new creature stat blocks? The various features and abilities in this book necessitate the creation of three new creatures. Are they summons? Yeah, that does dampen the excitement a little, but they can be encountered in the wild too and (I'm excited about this bit) they aren't just an extension of your action economy. These creatures don't have to listen to you.
I'm really excited about this. It's a big project. I'm glad it's finally complete. I get to move on to other things on my list, and I can finally blab about details for this project (which I will do gradually).
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hypnofantasma · 9 months
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Figured I'd post these, too!
Here's some stylized medallions I designed a couple months back of all 40 Sembla! In order, they are the categories of Red, Orange, Yellow, Green, Cyan, Blue, Purple, Pink, White, and Black. Each of these categories will also eventually have their own videos talking about them in depth! ....One day.
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princefleabitten · 29 days
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Today it’s Shamelessly Shipping Time with Kimmuriel and Faeryl (oc)
Imagine ✨Psionic Love✨
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How do psionics differ from magic in this universe?
no one's gonna gut ya if you call Psionics Magic, but in all technicality;
Psionics are the manipulation of the world around you in a way that obeys the laws of physics. Psionics must be mentally applied to happen and cannot be "sticky" nor truly enchant something.
Magic, meanwhile, are almost corruptive, illogical happenings in the universe that disobey the laws of physics, and aren't necessarily psionic. Magic is dangerous because it's unpredictable. Many liken Magic to "glitches" in the universe.
A good example I like to use to compare the two is the Infinite Water Problem. If I have a vase with water in it, I can use my Water Sembla psionics abilities to move the water out of the vase. with MORE psionics pressure, i can even make the illusion of endless water pouring out of the vase.
With MAGIC, however, endless water will be spawning out of the vase without any psionic pressure. it's just coming out.
Psionics require that constant thought application, Will, to happen; on top of that, the water used in psionics is instantaneously grabbed from elsewhere in the universe, travels through the mind realm of Cerelain, and appears where you want it summoned. This is to keep the universe balanced, as no new matter is created.
With Magic, not only is no psionic pressure spectrum applied to make more water appear, this endless stream of water is being actively created as new matter.
Due to this, Magic is deemed dangerous and is stamped out when found. Magic specialists, called Alchemists, actually do their best to keep it from cropping up. Psionics are reliable and predictable, thus it's used over Magic.
Anyone found using Magic without an Alchemist license is to be detained and examined, either by a Kraizen prebrand, or an Omni postbrand.
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marilynsweet · 3 months
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- PANDEMONIUM -
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Third of the Starcallers, bringer of chaos.
Aurala has a warrant out for his capture, alive, with a hefty reward from the RSKTD.
His origins are unknown to the public.
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Note
I was thinking about Duergar after listening to Critical Role S1. I don’t care too much for the blatantly evil brush they used but I still want them to be antagonistic. Reading the Explore D&D article on them I took that and looked for inspiration. I thought a blend of the paranoid police state of Stalinist Russia with the political intrigue and back stabbing of imperial Rome. Vast underground cities of brutalist architecture. A culture of conformity, order and a nihilistic outlook. Atheist philosophy cults of the forge or other practical oriented ideologies. Power by any means is a virtue in this society so mages and warlocks are also prevalent. Holidays and celebrations are scheduled well choreographed events. Individuality is scorned. Even hair styles and clothing are limited and enforced by literal fashion police. Gulags are kept well stocked with routine purges of dissidents and a thriving slave trade. All this keeps their cities nearly impenetrable but also undercuts their expansion. Trade with the outside does exist but it’s extremely bureaucratic. They make FANTASTIC concrete.
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Footnotes on Foes: Duergar
The problem with the grey dwarves is that they're a little too close to their surface world counterparts compared to the other underdark Wario fantasy races. There's a literal night and day difference between elves and drow , humans and grimlocks, and to a lesser extent gnomes and svirfneblin, but if you looked at surface dwarves (traditionalist, work in metal and stone, warriror culture) there's really nothing all that different about the Duergar other than a grabbag of magic powers and the Duergar being SUPER assholes all the time, while surface dwarves are only assholes some of the time.
I’ve tried a few different versions of the duergar in my writing including mercenary legions of migratory exiles hunting through the underdark looking to conquer territory, and willing collaborators and footsoldiers for illithid colonies, but I think this ask specifically gave me something cool to work with: A focus on Psionics is what ahould seperate the duergar from regular dwarves, with the totalitarian state described above ramped up to its fantasy world extreme by the fact that the secret police can read your mind, and if they can’t find evidence of thoughtcrime they can use mindfuckery to put it there.  The social conformity is seen as a way of detecting rebellious thoughts as if they were social contagion.
This also gives the grey dwarves a distinct aesthetic that is separate from vanilla dwarves: Crystals, be they shaped into weapons or architecture or floating about the heads of psionic casters, which goes to supplement their already textual psychic powers. As an added means of differentiating them, talk about how duergar metalwork is shit, soldiers wearing slave-foundry pig iron while their commanders wield elegantly carved sceptres of nightmare infused rock.
Also, just to have a bit of fun, have the duergar low-key anxious about the existence of the sky, to the point where many of them believe it's a myth made up to scare them as children.
Hooks:
Despite the draconian control they keep over their own populace, the rigors of living in a realm of ever shifting stone require the Duergar to utilize numerous means to secure the territories around their grim cities: Fortress outposts built to control passage in and out of their cavernous realms, psionicly propelled vessels of iron plate that prowl great tunnels like levitating battleships, treaties and client-state contracts with rival and subjugated creatures set up as buffers. Travelling through underdark controlled by duergar is a different sort of dangerous then normal travel in the below.
Escaping from prison before she could be lobotomized, a powerful psion has made it to the surface world with a gang of fellow thought-criminals, working as mercenaries using their unusual skills and eventually forming a rivalry with the party.
The earth writhes. A series of violent quakes cause damage in several cities across the kingdom, setting off numerous small disasters and the appearance of subterranean monsters that'll keep the party and the powers that be busy for weeks. When the cause is eventually determined, it's discovered that in a hunger for more pisonically charged crystals, a duergar warlord has awoken a primordial which now thrashes against its restraints and shakes the world as its pained excavation continues.
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elisartdotpng · 28 days
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A little transparent Sollux for all ur transparent Sollux needs
MY COMMISSIONS ARE STILL OPEN BY THE WAY!! Feel free to talk to me about them :3
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(Hoping it stays transparent, here’s the non linked grabable version)
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tms-ebott · 28 days
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Papyrus, you said you and your brother have other psyonic abilities as well, right? What are they?
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madcat-world · 2 years
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Psionic Beast - Pavel Vophira
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nite0304 · 9 months
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And for the last spoiler, I am holding no punches, the biggest thing in this whole module, the Prodigy Class, as well as 3 full subclasses!
Charm your way into your enemy's hearts with the Alpha brainwaves
Buff your own muscles to become a juggernaut with the Beta brainwaves
Or become an otherworldly being, resistant to most kinds of damage with the Delta brainwaves.
You can get the Psionomicon now on my patreon, or on DMsGuild!
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