Dawning Star Red Truth Revealed


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License can be found at
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EDITING
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JUSTIN D. JACOBSON
All other content is ©2006 Justin D. Jacobson. Dawning Star, Shadow Falling, Red
LAYOUT & SPECIAL FX
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d20 SYSTEM logo art by George Edward Purdy.
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PSIONICS IN DAWNING STAR " " " exposure is still dangerous. (These species are
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described more fully in HELIOS RISING.)
In designing the world of Dawning Star, we
But more than just information lies beyond the bar-
strived to adhere to two overriding guidelines: Make
rier. Mysterious creatures lurk in the recesses of Red
it fun, and make it believable. We knew from the
Truth, including information ghosts formed from
beginning that we wanted to include psionics and
minds destroyed by exposure to Red Truth. Other
that we would need to develop a unique take to
creatures have only been encountered by yaom and
meet both of our criteria. The result of all this hard
dosai masters seeking the outer limits of their power;
work is Red Truth.
their reports describe entities comprised of pure infor-
Psionics in Dawning Star differs from psionics in
mation, massive by the standards of our dimension,
D20 MODERN due to its source. In Dawning Star,
and with an unfathomable purpose. Some seem to
Psionics involves perceiving and modifying the
consume information; others create it at lightning-
information contained in a parallel dimension, called
quick speeds; while still others seem to strain against
"Red Truth" by most who access it. Poorly under-
fields of information that keep the creatures of our
stood even in the days of the Star Confederation,
dimension from coming into contact with them. No
Red Truth is a dimension comprised of pure infor-
one knows the truth of these otherworldly creatures.
mation. Depending on which Red Truth scholar
At their most fundamental level, all psionics
describes it, this dimension lies "beneath" or "with-
involve some interaction with Red Truth. Both the
in" our own dimension-a reflection of our reality.
tentaari and the vaasi have learned to perceive and
Some Star Confederation psionicists believe that
control Red Truth-though not to the extent of the
Red Truth is the "blueprint" of the universe left over
dosai or yaom. Mechanically, a character's maxi-
by some creator god long ago; while others see it
mum power points represent the extent of his innate
more secularly as a nigh-infinite puzzle containing
connection with the Red Truth and the amount of
the very secret of the universe. Over the millions of
intense interaction he can withstand before such
years that individuals have been interacting with
interaction becomes dangerous.
Red Truth, thousands of theories, religions, and
Due to the nature of Red Truth, psionics functions
philosophies have cropped up about it. These
differently in Dawning Star than in D20 MODERN.
beliefs have even inspired religious wars.
While it is easy for psionicists to identify information
Most Star Confederation scientists theorized that
in Red Truth, manipulating that information is far
Red Truth is the visual manifestation of the cosmic
more difficult. For example, telekinesis is accom-
strings that make up all matter and energy. Viewing
plished by literally rewriting the associated informa-
the energy signatures of these cosmic strings
tion in Red Truth, making it a difficult task.
allows a practitioner to quickly perceive the incredi-
In the Helios system, only the yaom and the vaasi
bly dense concentration of information. For exam-
phrenics have inherent psionic potential; for other
ple, when a person breaches the barrier to Red
species, psionic ability is more difficult to achieve.
Truth and regards a simple pebble, they do not see
The tentaari and vaasi (other than the phrenics) use
the pebble but instead perceive its exact mass, sur-
special immersion chambers that break the barrier
face area, density, and age-even traces of people
to Red Truth using technological means. Generally,
who have come into contact with it if they are skilled
the other species do not possess such devices and
enough at sifting through the available information.
can only access Red Truth by staying for an extend-
By looking at a person an observer can discern how
ed period of time in an area where Red Truth has
tall the person is, what model of gun they carry-even
infected this reality or by other dangerous and inef-
what they are thinking if the viewer is highly trained
ficient methods. Accordingly, among these other
in deciphering Red Truth. Untrained observers are
species, the number of psionicists is few to none.
usually overwhelmed by Red Truth and can experi-
Psionics works using the same basic system as
ence information overload, suffering severe mental
detailed in d20 Modern, with the following changes:
damage. Trained individuals can look into Red Truth
without immediate harm, but no one can withstand
1 Wisdom is the key ability for all powers.
its overwhelming force for long. Prolonged expo-
sure can lead to permanent brain damage, insanity,
2 A character gains bonus power points based on
or even brain death.
his Wisdom instead of his Charisma.
Most species have no innate ability to break
3 Power points represent a character's ability to
across the dimensional barrier that separates Red
interact with Red Truth safely, and once that safe-
Truth from our reality. Some have developed tech-
ty buffer is gone further interaction causes dam-
nological means to overcome this obstacle.
age to their mind. A character who expends all of
However, the dosai and yaom have an innate abili-
his power points may gain extra power points by
ty to breach the barrier to Red Truth due to a unique
taking a like amount of temporary Wisdom dam-
brain structure, including a dedicated lobe not found
age. (A character who takes damage equal to his
in other species. While both the dosai and the yaom
2
Wisdom score falls unconscious.)
can see Red Truth without assistance, prolonged
DAWNING STAR " SEEING RED
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4 Areas infected with Red Truth allow freer access penalty.) Such a character can never take psionic
to that dimension. In such areas, the power levels. This training can be done at any time, but
point cost of all powers is reduced by 2 to a min- the benefits only accrue when the character gains a
imum cost of 1. However, a character cannot level in a psionic class.
regain power points in such areas. Furthermore,
each time a psionic character uses a power in
EXPOSURE TO RED TRUTH " " "
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such an area, he must make a Will save (DC 15
Any non-yaom creature without psionic ability
+ the number of times he has opened himself to
that stays within an area infected by Red Truth
the Red Truth or used a psionic power in the
(such as the Green Reach Facility) must make a
affected area during the last 24 hours) or suffer
Will save (DC 15 + 1 per hour spent in the affected
1 point of Intelligence and 1 point of Wisdom
area) each hour they remain in the area. Failure
damage.
means the creature takes 1 point of temporary
Wisdom damage, but also gains a cumulative +1
bonus to Intelligence and Wisdom-based skills.
LEARNING PSIONICS " " "
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This unique effect is the result of information over-
Learning psionics is difficult for species other
load. Any creature who suffers Wisdom damage
than yaom and phrenics, because they lack a natu-
equal to their Wisdom score falls into a coma. For
ral connection to Red Truth. There have been indi-
each additional hour spent in the area after such an
viduals among each species that had some ability
event, he continues to suffer one point of perma-
to contact Red Truth naturally, spawning tales of
nent Wisdom drain (no saving throw). If the charac-
psychics and wizards. However, while amazing by
ter's Wisdom is reduced to 0, they suffer brain
the standards of their own species, the abilities of
death. Non-yaom characters do not notice this
these individuals have been simple quirks of fate
Wisdom damage as it occurs, but instead suffer ter-
and limited in power. Non-yaom characters may
rible headaches, feel paranoid, confused, and see
select the Wild Talent feat without being exposed to
things that may or may not be there. The GM
Red Truth, but they cannot advance further in the
should only inform them of the Wisdom damage
study of psionics. This represents some small
after they leave the area.
innate ability to contact Red Truth but grants little
Yaom and psionicists in the Green Reach Facility
power on its own. To develop greater talents, a
do not suffer Wisdom damage unless they open
character must be exposed to Red Truth.
themselves to Red Truth or use psionic powers.
This exposure can take the form of spending
When they do so they must make a Will save (DC
time in an immersion chamber, such as those used
15 + the number of times they have opened them-
by the tentaari and vaasi, or an extended stay in an
selves to the Red Truth or used a psionic power in
area infected with Red Truth. In either case, the
the affected area during the last 24 hours). Failing
character must suffer at least one point of perma-
this save inflicts one point of Wisdom damage on
nent Wisdom drain through this exposure to be able
the yaom or psionicist. Within the area affected by
to learn more psionic powers. This damage repre-
the Red Truth the bonuses to Intelligence and
sents physical alteration of the character's brain
Wisdom-based skills gained from a yaom opening
chemistry as it tries to accommodate the informa-
up to the Red Truth are doubled and the power
tion flow of Red Truth.
point costs of psionic powers are reduced by 2 (to
Once this point of Wisdom drain is inflicted, the
a minimum of 1). If the yaom's or psionicist's
character must train with another psionicist to learn
Wisdom is reduced to zero, he is transformed into
the basics of harnessing Red Truth. This requires
an information ghost. A yaom or psionicist is aware
training eight hours per day for 30 days. The
of the Wisdom damage he suffers and can warn his
monasteries of Thres are a perfect setting for such
non-psionic allies about the danger.
training. At the end of the 30 days, the character
must make a Wisdom check (DC 20). Characters
DETECTING RED TRUTH " " "
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training in a Red Truth thin spot or in a yaom settle-
Unfortunately, it is difficult to detect areas infect-
ment receive a +4 bonus to this check. If the check
ed by Red Truth. Infected areas have a visible red
succeeds, the character can take levels in any
tint that overlays everything, but this effect is only
psionic class. If the Wisdom checks fails, the char-
noticeable from within the area. From the outside it
acter has failed to attain the requisite level of abili-
looks normal. Non-psionic creatures suffer from
ty to wield psionics. The character may train for
headaches, hallucinations, and paranoia when in
another 30 days and try again, gaining a +1 bonus
areas affected by Red Truth.
to the check for each additional 30-day period of
Psionicists only suffer mental strain from Red
training. He may continue doing so until he suc-
Truth when they use psionic powers in infected
ceeds or until he has trained for 600 days without
areas or open themselves to Red Truth. Any crea-
succeeding, indicating that he simply doesn't have
ture with psionic powers knows instantly when it is
the necessary mental fortitude to master Red Truth.
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in an area infected by Red Truth and can detect
(This is only possible if the character has a Wisdom
DAWNING STAR " SEEING RED
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such areas to a range of 60 ft. with a successful A Red Truth Immersion Chamber weighs 3 tons,
Psicraft check (DC 20). has a hardness of 30, and has a self-contained
Red Truth areas can be detected by ship sen- power plant. It is a PL 10 item and is essentially
sors, but doing so is very difficult. Sensors that scan priceless; its Purchase DC would be at least 70+ in
areas infected with Red Truth experience more most civilizations.
interference than normal. Within such an area all
Computer Use rolls involving sensors suffer a -10
NEW PSIONIC POWERS " " "
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penalty, and sensor range is reduced by half.
Following are new psionic powers, unique to
Recognizing such an area requires a successful
Dawning Star.
Psicraft check (DC 15). Once identified, Red Truth
interference can be filtered out with relative ease.
^ ABSORB INFORMATION
Level: Peacebringer 1/Red Truth Master
RED TRUTH IMMERSION
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1/Telepath 1/Yaom Mystic 1
CHAMBER " " " Display: Mental;
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A relic of the Star Confederation and the Vaasi Manifestation Time: Attack action
Empire, these Progress Level 10 devices were rare Range: Touch
before those two civilizations fell, and are all but Target: One item that holds information, such
nonexistent currently. The tentaari stuck in Helios as a book or computer disc
have one, as do the vaasi in the Cronus belt, but Duration: Concentration
neither is likely to share their immersion chamber Saving Throw: None
with any other faction. There may be more such Power Resistance: No
devices hidden on Eos or in the gateway station, Power Point Cost: 1
but they remain unknown for now. By viewing an object that contains information,
Red Truth Immersion Chambers are cube- such as a book, computer disc, or tablet of pic-
shaped devices measuring ten feet on a side. A tograms you may grasp the meaning of the informa-
large, thick door allows access to the chamber, and tion stored within. For the duration of the power you
a control panel is mounted on the outside of the have complete knowledge of the information stored
door. The surface of the tentaari version is all pol- in the item targeted, and can recite it with perfect
ished chrome and illuminated control panels, while clarity regardless of its length or complexity. You can
the vaasi version is a black and gray monstrosity also read any language when using this power, but
with organic looking curves and bulges on its exteri- cannot understand coded or encrypted information
or surfaces. Activating and programming the device without making an appropriate Decipher Script or
takes one minute. Once activated the area inside Computer Use skill check, to which you receive a +4
the immersion chamber is opened to Red Truth. The competence bonus. This power only works on one
Red Truth Immersion Chamber uses powerful item per use. After the power has lapsed, the charac-
forces to weaken the barrier between Red Truth and ter retains a basic understanding of the information
this reality within the chamber. This creates an effect contained, but cannot recall specifics such as names
similar to an infected area. The length of the expo- or dates. If the object targeted by this power houses
sure to Red Truth is established by the initial pro- an entity with a Wisdom rating, such as an artificial
gram but may also be stopped immediately by a fail- intelligence entity's data crystal, this power automat-
safe mechanism on the control panel. When proper- ically fails.
ly used the immersion chamber inflicts a point of
permanent Wisdom drain and allows the subject to
^ CALL TO MIND
learn psionic powers. If the device is not properly
Level: Peacebringer 1/Red Truth Master
programmed, the subject might suffer more damage
1/Telepath 1/Yaom Mystic 1
than intended. In emergencies, the vaasi and ten-
Display: Mental
taari have used the chamber to gain the temporary
Manifesting Time: 1 minute
boost to Wisdom and Intelligence skill checks, but
Range: Personal
doing so is dangerous and thus rarely attempted.
Target: You
As long as the immersion chamber is maintained
Duration: Instantaneous
and undamaged, there is no danger of Red Truth
Power Points: 1
infecting the area outside the chamber. Like most
By meditating on a subject, you can recall natural
technology the tentaari possess, however, they
memories and knowledge otherwise inaccessible to
have been less than faithful in keeping their immer-
you. On a failed Knowledge check, you can manifest
sion chamber repaired. A bit of Red Truth leaks out-
this power to gain a new check with a +4 compe-
side the chamber each time it is used. The tentaari
tence bonus. If successful, you instantly recall what
only use it rarely, and in a different location each
was previously buried in your subconscious.
time, to avoid too much Red Truth energy overtak-
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ing one area.
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^ CLOUD MIND ^ CONCEAL THOUGHTS
Level: Peacebringer 2 Level: Peacebringer 1/Red Truth Master
Display: None 1/Telepath 2
Manifesting Time: Attack action Display: Mental
Range: Close (25 ft. +5 ft./2 levels) Manifesting Time: 1 standard action
Target: One creature Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 min./level Target: One willing creature
Saving Throw: Will negates Duration: 1 hour/level
Power Resistance: Yes Saving Throw: Will negates (harmless)
Power Points: 3 Power Resistance: Yes (harmless)
You make yourself completely undetectable to Power Points: 1
the subject, erasing all awareness of your presence You protect the subject's thoughts from analysis.
from its mind. This power has the following effects: While the duration lasts, the subject gains a +10 cir-
First, you are invisible and inaudible to the crea- cumstance bonus on Bluff checks against those
ture. It cannot even detect your presence by means attempting to discern its true intentions with Sense
of blindsense, blindsight, scent, or tremorsense. It Motive. It also gains a +4 bonus on its saving throw
cannot pinpoint your location by any means. against any power or spell used to read its mind
Second, the subject remains unaware of your (such as read thoughts or mind probe).
actions, provided you do not make any attacks or
cause any obvious or directly threatening changes
^ DESTROY INFORMATION
in the subject's environment. If you attack the sub-
Level: Peacebringer 2/Red Truth Master 2
ject creature, the effect ends.
Display: Mental, Visual
If you take an action that creates a sustained and
Manifestation Time: Attack action
obvious change in the subject's environment-for
Range: Close (25 ft. + 5 ft./2 levels)
example, attacking a creature aside from the sub-
Target: One creature, object, or information
ject or moving a large or attended object the subject
storage device
can see-the subject immediately gains a new sav-
Duration: Instantaneous
ing throw against the power. An ally of the subject
Saving Throw: Will negates
creature that is able to see or perceive you can use
Power Resistance: Yes
a move action to warn the subject and thereby
Power Point Cost: 3
grant it a new saving throw.
One of the more feared powers among the
yaom, this psionic power reaches through Red
^ COMPUTER EMPATHY Truth and rends the information in a specific area of
Level: Peacebringer 2/Red Truth Master 2 Red Truth, eliminating it from existence. This can
Display: Visual have several effects in this reality based on how
Manifestation Time: Full round action this destruction is targeted. If a living being is tar-
Range: Touch geted this power causes them to suffer pain and
Target: 1 computer or computer network wounds as information regarding their body is
Duration: Concentration, up to 1 minute/level erased, inflicting 2d6 points of damage. It can also
Saving Throw: None be used to destroy all the data contained in a single
Power Resistance: Yes information storage device, such as a computer
Power Point Cost: 3 disc or book. An item erased in such a fashion will
By concentrating on the dense information flow either be blank or contain a random jumble of use-
surrounding the targeted computer you can predict less information, at the manifester's discretion. If
its actions and interact with it on a different level of used on an item that houses an entity with a
consciousness. You need not access its storage to Wisdom score, the entity must make a Will save
look at files; you can look at them through Red Truth. (DC 12 + the manifester's Wisdom bonus) or be
You gain a +8 competence bonus to all Computer rendered nonfunctional for 2d6 hours. This power
Use checks while using this power. This power also may be use to attack creatures of pure information,
allows non-corporeal creatures, such as information inflicting 4d6 points of damage.
ghosts, to interact with corporeal computers.
^ DESTROY INFORMATION, GREATER
Level: Peacebringer 4/Red Truth Master 4
Display: Mental, Visual
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, object, or a number of
information storage devices equal to the user's
5
manifester level
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Duration: Instantaneous
^ INFORMATION BARRIER
Saving Throw: Will negates
Level: Peacebringer 3/Red Truth Master 3
Power Resistance: Yes
Display: Visual
Power Point Cost: 7
Manifestation Time: Full round action
This functions as destroy information but with
Range: Close (25 ft. + 5 ft./2 levels)
greater power. If used against a creature or object
Area: Any two-dimensional area with a surface
it inflicts 4d6 points of damage. If used to erase
of no more than 100 sq ft., and the longest
information from a book, computer disc, or other
dimension cannot be more than 20 ft.
storage media it will erase one item per manifester
Duration: Concentration, up to 1 minute/level
level of the user, or one computer network. If used
Saving Throw: None
against an information ghost or other creature of
Power Resistance: None
pure information it inflicts 8d6 points of damage.
Power Point Cost: 5
This power creates a zone in the Red Truth
^ DETECT HOSTILE INTENT
through which information that is not tied to a mate-
Level: Peacebringer 2/Red Truth Master
rial object cannot pass. This barrier is a flat black,
2/Telepath 2
non-reflective barrier through which characters
Display: Mental
cannot perceive anything, radio broadcasts will not
Manifesting Time: Attack action
travel, information ghosts cannot pass, psionic
Range: 30 ft.
power cannot penetrate, etc. No form of information
Area: 30-ft.-radius emanation centered on you
can cross the barrier. The barrier can be placed
Duration: 10 min./level (D)
anywhere within the range of the power and in any
Saving Throw: None
shape desired that meets the area requirements,
Power Resistance: No; Power Points: 3
though there can be no holes in the barrier.
While the duration of this power lasts, you
Physical objects can pass through the barrier with-
become aware of the presence of any creatures
out a problem unless they are being moved by
with hostile intent within 30 feet of you, and their
psionic powers.
direction from you (but not their specific location).
The power detects active aggression, as opposed
^ INFORMATION BARRIER, GREATER
to vigilance. As long as this power is active, you
Level: Peacebringer 5/Red Truth Master 5
cannot be surprised or caught flatfooted.
Display: Visual
While under the effect of this power, you can
Manifestation Time: Full round action
make Sense Motive checks as a free action against
Range: Close (25 ft. + 5 ft./2 levels)
anyone within 30 feet of you.
Area: Any two-dimensional area with a surface
of no more than 100 sq ft., and the longest
^ EMPATHY
dimension cannot be more than 20 ft.
Level: Peacebringer 1/Red Truth Master 1/
Duration: Concentration, up to 1 minute/level
Telepath 1/Yaom Master 1
Saving Throw: None
Display: Mental
Power Resistance: None
Manifesting Time: Attack action
Power Point Cost: 9
Range: 30 ft.
A more powerful version of information barrier,
Area: 30-ft.-radius spread centered on you
this power also blocks all physical matter from
Duration: Concentration, up to 1 min./level (D)
passing through the barrier.
Saving Throw: None
Power Resistance: No
^ INFORMATION BLOCK
Power Points: 1
Level: Peacebringer 3/Red Truth Master 3
You detect the surface emotions of any creature
Display: Mental
you can see that is in the power's area. You can
Manifestation Time: Attack action
sense basic needs, drives, and emotions. Thirst,
Range: Close (25 ft. + 5 ft./2 levels)
hunger, fear, fatigue, pain, rage, hatred, uncertain-
Target: One creature or object
ty, curiosity, friendliness, and many other kinds of
Duration: 1 round/level
sensations and moods can be perceived. This
Saving Throw: Will negates
power affects all creature types, from robots to
Power Resistance: Yes
information ghosts.
Power Point Cost: 5
You gain a +2 insight bonus on any Bluff,
By stopping the flow of Red Truth, you are able
Diplomacy, Intimidate, or Sense Motive checks that
to temporarily limit the sensory abilities of the tar-
you make in the round when you cease concentrat-
get. Any type of creature or machine that has sen-
ing on this power.
sor elements, such as a robot or a video camera,
can be targeted by this spell. This power is negated
6
with a Will save.
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On a failed save, the target loses one sense for
^ MINDWIPE
the duration of the power. Targets can be rendered
Level: Peacebringer 5/Red Truth Master 5
deaf or blind using this power. The target can also
Display: Mental
be made to lose the sense of touch, which inflicts a
Manifesting Time: Attack action
-4 penalty on all physical activities such as attack
Range: Close (25 ft. + 5 ft./2 levels)
rolls, Reflex saves, and Dexterity and Strength
Target: One creature
based skill checks. Cutting off information from the
Duration: Instantaneous
target's sense of smell eliminates the Scent ability
Saving Throw: Fortitude negates
and makes straas unable to communicate with
Power Resistance: Yes
pheromones. A character whose sense of taste is
Power Points: 9
removed cannot taste anything in their food, includ-
You partially wipe your victim's mind of past
ing poison. This power has no affect on a creature's
experiences, bestowing two negative levels upon it.
ability to perceive Red Truth.
If the subject has at least as many negative levels
as Hit Dice, it falls unconscious and remains so
^ INFORMATION BLOCK, GREATER
until one hour passes. For each negative level it
Level: Peacebringer 5/Red Truth Master 5
gains, a psionic creature loses knowledge of one
Display: Mental
power from its highest available level, and a num-
Manifestation Time: Attack Action
ber of power points from its maximum power point
Range: Close (25 ft. + 5 ft./2 levels)
total sufficient to manifest that power. The effects of
Target: One creature or object
multiple negative levels stack.
Duration: 1 round/level
The subject loses these two negative levels after
Saving Throw: Will negates
1 hour. (No Fortitude save is necessary to avoid
Power Resistance: Yes
gaining the negative level permanently.)
Power Point Cost: 9
A more powerful version of information block, if
^ READ THOUGHTS
the target fails its save, it is cut off from all sensory
Level: Peacebringer 2/Red Truth Master
input, including the ability to perceive Red Truth.
2/Telepath 2
The character is effectively blinded and deafened,
Display: Mental
in addition to suffering the penalties described
Manifesting Time: Attack action
under information block. All targets have complete
Range: 60 ft.
concealment and the character suffers a -4 penalty
Area: Cone-shaped emanation starting at the
to Defense, attack rolls, skill checks, ability checks,
manifester
and saving throws in addition to being flat-footed.
Duration: Concentration, up to 1 min./level (D)
The character cannot use the Open to Red Truth
Saving Throw: Will negates; see text
yaom racial ability and gains no bonus to
Power Resistance: No
Intelligence and Wisdom checks from being in an
Power Points: 3
area infected with Red Truth. The character is also
You know the surface thoughts of the mind of
immune to any sort of damage from Red Truth for
any creature in the area that fails a Will save. A tar-
the duration of the power, including items hurled
get that succeeds on its save is not affected by this
with telekinesis.
manifestation of the power, even if it leaves the
area and then reenters the area before the duration
^ KNOW DIRECTION AND LOCATION
expires.
Level: Peacebringer 1/Red Truth Master 1
Creatures of animal intelligence have simple,
Display: Mental
instinctual thoughts that you can pick up. If you
Manifesting Time: 1 standard action
read the thoughts of a creature with an Intelligence
Range: Personal
of 26 or higher and at least 10 points higher than
Target: You
your own Intelligence score, you are stunned for 1
Duration: Instantaneous
round and the power ends. This power does not let
Power Points: 1
you pinpoint the location of an affected mind if you
You generally know where you are. This power is
don't have line of sight to the subject.
useful to characters who end up in unfamiliar loca-
Each round, you can turn to use this power in a
tions after being transported while unconscious or
new area. The power can penetrate barriers, but 1
being transported to unknown locations via a relic.
foot of stone, 1 inch of common metal, a thin sheet
The power reveals general information about your
of lead, or 3 feet of wood or dirt blocks it.
location as a feeling or presentiment. The informa-
tion is usually no more detailed than a summary
that locates you according to a prominent local or
regional site. Using this power also tells you what
7
direction you are facing.
DAWNING STAR " SEEING RED
RTP_01.qxp 08/02/2007 13.15 Pagina 8
One of the rarest powers among the yaom, this
power transforms you into an information ghost for
limited amount of time. To activate this power you
must meditate for one hour without interruption. You
POWERS IN DAWNING STAR
spend the power points to activate this power at the
beginning of your meditation. If you stop meditating
The following powers are generally
before the hour is up, you lose the power points.
not available in Dawning Star:
Assuming you are able to meditate for one hour
without interruption, your consciousness leaves
Burst, Claws of the bear, Electric your body as an information ghost, gaining the infor-
mation ghost template described in Chapter 4. Your
charge, Finger of fire, Firebolt
body remains where it is, unconscious until your
Firestorm, Greater bioweapon
consciousness returns. Your body breathes and still
Lesser bioweapon, Lesser body
needs food and water while you are gone, so during
attunement, Lightning strike extended sessions as an information ghost it is wise
to have someone look after your body. If your body
Metaphysical weapon,
is attacked while you are an information ghost, you
Psychofeedback, Verve, Vigor,
immediately know. If your body is killed while you
Whitefire
are an information ghost you are stuck in that form
forever; no one has ever managed to return from
being trapped as an information ghost.
The following powers are one level
While in information ghost form you can act nor-
higher in Dawning Star:
mally, but take none of your equipment with you
through the transformation. The duration of the
transformation lasts for one hour, but 9 power
Concussion, Control object, Far hand,
points can be repeatedly spent to extend the dura-
Far punch, Lesser concussion,
tion by one hour. When the duration ends or your
Levitate. Mind bolts, Telekinesis
Wisdom is reduced to 0 you automatically return to
your body instantaneously.
CHANGES TO PSIONICS " " "
C
H
A
N
G
E
S
T
O
P
S
I
O
N
I
C
S
"
"
"
^ TONGUES
Because of the way psionics is represented in
Level: Peacebringer 2/Red Truth Master 2
Dawning Star, telekinesis and other powers that
Display: None
manipulate the physical world are more difficult to
Manifesting Time: Attack action
use. They effectively require an individual to rewrite
Range: Personal
information in Red Truth.
Target: You
Not surprisingly, these rule changes make the
Duration: 10 min./level
battlemind advanced class much less suited for
Power Points: 3
use. In the Dawning Star universe, psionics are not
This power grants you the ability to speak and
used in combat without highly specialized training.
understand the language of any intelligent creature,
whether it is a racial tongue or a regional dialect.
Modify the NPC stats from OPERATION QUICK
You can speak only one language at a time,
LAUNCH with the following changes.
although you may be able to understand several
languages. Tongues does not enable you to speak
Tentaari Telepath: 1st-Level: Change lesser
with creatures who don't speak. You can make
body adjustment to object reading. Power
yourself understood as far as your voice carries.
Points: 32
This power does not predispose any creature
Vaasi Battle Mind: 0th-level: Remove verve.
addressed toward you in any way.
1st-level: Change fire bolt to finger of fire, and
change vigor to far punch.
^ TRANSFORM TO INFORMATION GHOST
Level: Peacebringer 5/Red Truth Master 5
Add the following new powers to the telepath
Display: Mental, Visual
power list:
Manifestation Time: 1 hour
1st-Level: absorb information, call to mind,
L
Range: Personal
empathy.
Target: You
2nd-Level: conceal thoughts, detect hostile
L
Duration: Special
intent, read thoughts.
Saving Throw: None
Power Resistance: No
8
Power Point Cost: 9
DAWNING STAR " SEEING RED
RTP_01.qxp 08/02/2007 13.15 Pagina 9
ty, except as expressly licensed in another, independent
OPEN GAME LICENSE VERSION 1.0A
O
P
E
N
G
A
M
E
L
I
C
E
N
S
E
V
E
R
S
I
O
N
1
.
0
A
Agreement with the owner of each element of that Product
The following text is the property of Wizards of the Coast, Inc. Identity. You agree not to indicate compatibility or co-adapt-
ability with any Trademark or Registered Trademark in con-
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
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Rights Reserved.
as expressly licensed in another, independent Agreement
1. Definitions: (a)"Contributors" means the copyright
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Game Content. (h) "You" or "Your" means the licensee in 15. COPYRIGHT NOTICE
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Open Game License v 1.0 Copyright 2000, Wizards of the
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System Reference Document Copyright 2000-2003,
Game Content may only be Used under and in terms of this
Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
License. You must affix such a notice to any Open Game
Cook, Skip Williams, Rich Baker, Andy Collins, David
Content that you Use. No terms may be added to or sub-
Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
tracted from this License except as described by the
Thomas Reid, James Wyatt, based on original material by
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Modern System Reference Document Copyright 2002-2004,
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Dawning Star: Operation Quick Launch Copyright 2004,
5. Representation of Authority to Contribute: If You
Justin D. Jacobson.
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You represent that Your Contributions are Your original cre-
Dawning Star: Helios Rising Copyright 2005-2006, Justin D.
ation and/or You have sufficient rights to grant the rights
Jacobson.
conveyed by this License.
Red Truth Revealed, Copyright 2007, Justin D. Jacobson
6. Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include the
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DAWNING STAR " SEEING RED


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