Silent Dream


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Kankoran Mind Mage, Worshiper of Apis


Silent Dream has mostly light reddish-brown fur with just a few variations of color, as is normal for his people. His eyes are inquisitive, kind, and green. If close enough one can see a couple faint scars on his chest, right leg and both arms but they are not noticeable outside of a very close, or intimate, distance. This is due to the fur which grows around them and obscures them them from normal view. He wears a hooded cloak, generally with the hood down. Underneath that cloak the clothing he wears is light and sparse when the weather allows. In fact he tends to wear much less than is needed for the weather, at least from the point of view of races without fur. Though he’s no longer with his people he still prefers the muted earthen colors of the forest in his clothing. When adventuring he wears a quiver of arrows and a cudgel. The rune-bow Azomir, the Unforgiven, is slung around him and he favors a simple walking stick. When expecting major trouble he will don some simple wear leather armor, but he prefers not to bind himself in such restrictive wear if possible.

Art done by AZ_RUNE.

Name: Silent Dream True Name- Kolvurr
Rank 12th Level
OCC: Mind Mage
Race: Kankoran
Land of Origin: Northern Wilderness
Citizenship: Wolfen Empire

HT 4’9" IQ 14 Save vs Magic +1 Strike +3
WT 110 lbs ME 11 Save vs Psionics +5 Parry +8
PPE 26 / 26 MA 7 Save vs coma +5% Dodge +8
ISP 259 / 259 PS 15 Save vs poison/disease +1 Roll +5
HP 67 / 67 PP 16 Save vs horror +10 Pull +6
SDC 36 / 36 PE 17 Save vs Possession +5 Initiative +3
Exp 193,220 PB 11 Damage +3
Sex M SPD 23 Disarm +1
Birthday 2/14/91 (23 years old) Critical 18-20
HTH: Expert Knockout 18,19,20 Attacks 7
Alignment Principled HF 12 Perception +0

Western Empire
Island of Bizantium
Eastern Territory
Timiro Kingdom
Wolfen Empire
Dragon Coins

Weapon Proficiencies Level Acquired Strike Parry Thrown/Rate Range
Archery 1 +6 +6 8 560’
Blunt 1 +5 +5 +2
Paired Blunt/Bow
Weapons: Damage Notes
Short Bow 1D6 Not worn/carried
Wood War Club 2D4
Arrows 1D6 10
Short spears 1D6 16
Walking Stick/Bow 1D6
Azomir 4D6 or 1D4x10 See Item
Armor AR/ SDC Notes
Studded Leather 13/38 Not worn/carried
Special Attacks: Damage Notes
Karate 2D6
Back Sweep 0 Knockdown
Tripping Leg Hook 0 Knockdown
Body Throw/Flip 1D6 Knockdown
Punch/Claw 2D4
Bite 1D4
Special Powers Description Notes
Nightvision 40’
Keen sense hearing & smell
Sense Water 20 feet/ level See description under Hydrokinesis
Psionics (Healing):
Power Type I.S.P. Range Duration Save Description
Detect Psionics Healing 6 30ft/ level 1 min/ level None Indicate the presence of psionic energy w/in area. Can not pinpoint exact location nor level. Indicate group mind block or psionic possession.
Lust for Life Healing 15 Touch 3 rolls vs coma N/A Lay hands on person in coma to add +6% per level to save/recover vs coma.
Psychic Diagnosis Healing 4 3 ft Instant N/A Requires 2D4 melees of meditation. Instantly know of all physical pain, external and internal injuries, disease, and possession with absolute clarity.
Restore P.P.E. Healing 8+ Touch Instant None Spend 8 I.S.P. to start, then turn I.S.P. to P.P.E. and give to another on a 2:1 basis. Mind Block prevents transfer.
Suppress Fear Healing 8 Self or Touch 1 min/ level None Makes subject unable to feel fear. Automatic save vs. Horror Factor, even if magically induced H.F..
Transfer I.S.P. Healing 4+ Touch Instant None Spend 4 I.S.P. to start, then give I.S.P. on a 1:1 basis to another. Mind Block prevents transfer.
Wound Transfer Healing 12 Touch One melee Standard After one melee of concentration can take 10%, 20%, 30%, 40%, or 50% of another’s damage onto self, healing that person of that damage. Cannot be reversed. Damage to psychic heals 2× faster, 3× faster in meditation. Illness can also be diminished, reducing duration and penalties up to half.
Note: For full psionic descriptions, reference this document.
Psionics (Physical):
Power Type I.S.P. Range Duration Save Description
Alter Aura Physical 2 Self 1 hour/ level None Change your aura. Make level look low (lvl 1 or 2) or 2D4 lvls higher; Conceal level of P.P.E. (make lower); Conceal the presence of psionics, magic, fatigue, sickness, or injury for duration.
Enhance Reflexes Physical 10 Self 2 min/ level None Add 1 Attack per Melee, +3 Initiative, +1 Strike, +2 Parry/ Dodge, +2 to P.P. (adjust strike/ parry/ dodge accordingly), +15% to Physical skills
Float Physical 8 2 hours Self None Can float effortlessly on water or 1 foot per level above the ground. If activated while falling, a successful roll w/ fall will result in no damage; a failed roll will result in ½ damage.
Impervious to Cold Physical 2 Self 20 min/ level None After 1D4 melees of meditation, character suffers no ill effects or discomfort to even extreme freezing conditions for duration of power.
Impervious to Poison/ Toxin Physical 4 2 min Self None Negate full effects of poisons/ toxins/ drugs if activated prior to exposure and has advance knowledge of its deadly properties. Otherwise reduce damage by half if activated after exposure. Identify Poisons: 74% (30% +4%/ level). +2 to save vs. poisons and drugs.
Mind Block Physical 4 Self 10 min/ level None Prevents Telepathy, Empathy, Hypnotic Suggestion, Empathic Transfer, and Induce Nightmare. +1 save vs. psychic and mental attacks. Cannot use psionics nor be influenced by others. Cannot use Healing or Sensitive psionics while it is active, nor any Super psionics which could be considered among those categories.
Resist Pain Physical 6 Self 30 min/ level None Can stay on feet when H.P. reach zero. Gains an extra 10 H.P. +2 H.P./ level for duration. Damage/ penalties from Bio-Manipulation, torture, drugs, poison, disease reduced by half while power is active. Foes have -40% with Interrogation attempts.
Summon Inner Strength Physical 4 Self 10 min/ level None Per activation, add +10 S.D.C., +2 vs Poison, +5% vs Coma, fully rested fully rested for power duration.
Telekinetic Leap Physical 8 Self One action None Jump +3 feet/ level high, +5 feet/ level long. Increase leap kick damage if applicable.
Teleport Object Physical 10 Touch Immediate None Teleport 1lb/ level up to 50 feet/ level. Automatically successful when ‘porting to any place in one’s clothes (pocket, purse, sack, backpack, saddlebags). See power for percentage chances to successfully send it elsewhere.
Note: For full psionic descriptions, reference this document.
Psionics (Sensitive):
Power Type I.S.P. Range Duration Save Description
Astral Projection Sensitive 8 5 min/ level Self None Requires 4D4 minutes of meditation, then physical body goes into a coma (open to posession). Whitish, transparent, ghostly image of physical form is created, tethered by silver cord to body. Only other psychics, children under 13, animals, and most supernatural creatures can see it. Can hover and fly (670 mph), intangible, see the invisible, impervious to physical harm (including cold, heat, and energy), vulnerable to magic and psionics. Can only communicate through telepathy or empathy. 60% chance to sense real body’s location if moved. If body dies spirit dies/ fades away after 6 hours. See power in book for Astral Plane travel.
Clairvoyance Sensitive 4 Special 6D6 melees None See or feel glimpses of a possible future; 80% (58% +2%/ level) chance when done deliberately, add +5% if a friend or loved one. Deliberately attempt up to 2×/day
Commune with Animals Sensitive 6 200 feet 2min/ level 15 or better Requires line of sight. Mammals, birds, reptiles, and amphibians only. Commune with 1 per level. Affected animal will not harm psychic and 80% chance will obey simple commands (run/ flee, defend self/ attack, come, go, stay, etc).
Empathy Sensitive 4 100 feet 2 min/ level Standard Become aware of or feel emotions of others (hate, anger, terror, love, etc). Blocked by Mind Block. Saving throw is made each melee. Probing for emotions can establish that somebody or something is nearby but cannot pinpoint. Can sense Haunting Ghosts and Entities in power range.
Enhanced Perception Sensitive 10 5 min/ level Self None Sharpens all physical senses by 50%. Notices every detail. +3 Perception, +1 Strike, +2 Parry/ Dodge, +10% on skills requiring the basic senses.
Meditation Sensitive 0 Self Varies None As restful as sleep. Restores 12 I.S.P. per hour for a Mind Mage.
Mind’s Eye Sensitive 8 2 min/ level Self, 100ft +50ft/ level None Radar-like vision. See shape of everything around the psychic, except Invisibility: Superior. No penalties from being blind. +3 Initiative, +1 Strike, +2 parry/ dodge, cannot be surprised or snuck upon. 92% (70% +2%/ level) to Interpret shape, distance, direction, speed, and location of everything around in all directions. Heavy rain or smoke negates bonuses and gives -30% to skill.
Object Read Sensitive 6 or 10 Touch 2D6 min None Impressions: 78% (56 +2%/ level). Images: 70% (48 +2%/ level). Present (must expend +4 I.S.P. for 10 total) 60% (38 +2%/ level).
Psionic Seeking Sensitive 6 1 mile/ level 5 min/ level None 95% (40% +5%/ level) chance to find an object or person. Must have met or held in past, or have an item belonging ot the person, or be with the person who owns the item, or have good image to focus on. If it is the psychic’s item or a close friend, add +20% to locate. If roll fails psychic will know if object/person was in range or out of range.
Psychic Literacy Sensitive 7 Self/ Touch One melee/ level None Run hand down the pages and get the gist/ concept of what was written – basic information. Can “read” 15 pages per melee. Must not be a cryptographic/ code, pictograph, runic, magic, or secret language. Can quote a few select short passages of importance.
See Aura Sensitive 6 60 feet 2 melees None Target must be visible to see aura. Can determine level (low 1-3, med 4-7, high 8+), high or low base P.P.E., healthy or sick, presense of: magic, psionic abilities, possessing entity, and/or unusual aberration. Mind block prevents presense of psychic abilities, possession by supernatural force, and amount of P.P.E. from being sensed.
See the Invisible Sensitive 4 120 feet 1 min/ level None See forces, objects, and creatures whic hare invisible. If the creature has no physical form the psychic will discern a vaporous image or energy sphere. Includes ghosts, entities, and the astral form.
Sense Time Sensitive 2 Self 15 min/ level None Can accurately measure the passage of time while power is active. Accurate to within 1D4 minutes.
Sensory Link Sensitive 10 Touch, 1 Mile/ level 10 min/ level N/A, -2 for animal A person must be willing; an animal can be unwilling but saves at -2. Establishes psychic link that allows psychic to see through the eyes as well as hear, smell and feel what the person/ animal does. Psychic goes into trance-like state and can take no action unless he willingly breaks the link.
Sixth Sense Sensitive 2 90 feet Until danger passes None Sense imminent danger to self or someone w/in 90 feet. Danger will be within next 60 seconds. For first melee of danger: +6 Initiative, +2 Parry, +3 Dodge, cannot be surprised by a sneak attack from behind.
Speed Reading Sensitive 2 3 min/ level Self None Reading speed is 30 pages/ minute. Retention of information is normal. Highly technical texts are slower at 15 pages/ minute and may require two readings.
Telepathy Sensitive 4 60 feet/ 140 feet 2 min/ level Conditional Read surface thoughts (60 foot range), send brief directed thought message to one person (60 feet), two-way telepathic communication b/t two psychics w/ Telepathy (140 feet). Blocked by Mind Block. Must suspect power is being used to be able to save.
Total Recall Sensitive 2, 3 per memory Self Permanent None Remember every word read, or heard, or everything seen. Blocks of info can be recalled in perfect detail at will for 3 I.S.P.. If no I.S.P.: 1-50% Remembered in detail, 51-80% Details are forgotten but essense/ ideas are clear, 81-00% Only recall most basic concepts.
Note: For full psionic descriptions, reference this document.
Psionics (Super):
Power Type I.S.P. Range Duration Save Description
Advanced Trance State Super 10 8 hours/ level Self None Meditation where psychic hovers in mid-air in a sitting/ prone position. Heals at double normal rate. Can be used to go into stasis – no need to eat/ drink, only uses one-tenth amount of air, toxins/ drugs/ disease effects and damage are stopped and cured after 2 days of stasis. Can still sense danger or extreme changes around him and can wake up in an instant. Counts as a Sensitive power
Bio Alteration: Bodily Fluids Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Victim is overcome with the overwhelming need to relieve their bladder. -20% on Spd, -1 on all combat bonuses, -15% on skills until relief is had. Any failure vs H.F. will cause victim to wet themselves. Requires line or sight of victim’s exact location known.
Bio Alteration: Chemical Alteration Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Victim’s brain chemistry is altered. -4 to save vs possession, mind control, illusion, H.F., and charm-type attacks. Requires line or sight of victim’s exact location known.
Bio Alteration: Crossed Wires Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Alters the victim’s sense of smell and taste as desired. Requires line or sight of victim’s exact location known.
Bio Alteration: Headache Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Gives the victim a massive, pounding headache. Reduce combat bonuses by ½; -2 to save vs H.F, psionics, mind control, and illusions. All skills are -20%. Requires line or sight of victim’s exact location known.
Bio Alteration: Synaptic Misfire Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Causes victim to make a mental slip up. -10% to all skills. Number calculations are off by 1D4×10%. Victim might misread or misquote a line of text, get tongue tied, say the wrong word or mispronounce a word or name, make typographical errors, forget a password, etc. Requires line or sight of victim’s exact location known.
Bio Alteration: Tremors Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Causes victim to continuously shake. -1 attack, -10% to Spd, -1 to strike, -30% to skills requiring steady hand or great manual dexterity. Requires line or sight of victim’s exact location known.
Bio Alteration: Vertigo Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Scrambles inner ear. Must roll 15 or high to maintain balance each melee. If fails, cannot walk or shoot straight without staggering. Reduce all combat bonuses, attacks per melee, and Spd by half (½). Requires line or sight of victim’s exact location known.
Bio Manipulation: Blind Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Knocks out the optic nerves. Victim is -9 to strike/ parry/ dodge. Duration is ½ vs Creatures of Magic or Supernatural. Requires line of sight or victim’s exact location known.
Bio Manipulation: Deafness Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Manipulates the eardrum. Victim is -3 to strike/ parry/ dodge (-6 to parry/ dodge attacks from behind) and loses initiative. Duration is ½ vs Creatures of Magic or Supernatural. Requires line of sight or victim’s exact location known.
Bio Manipulation: Mute Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Impairs the vocal cords. Victim is -2 to strike/ parry/ dodge for first melee only. Magic that requires words cannot be cast. Duration is ½ vs Creatures of Magic or Supernatural. Requires line of sight or victim’s exact location known.
Bio Manipulation: Pain Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Manipulates the nerve centers. Victim is -6 to strike/ parry/ dodge and takes 1 damage direct to H.P. every minute. Duration is ½ vs Creatures of Magic or Supernatural. Requires line of sight or victim’s exact location known.
Bio Manipulation: Paralysis Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Immobilizes the motor part of the brain. Victim is completely incapacitated for the duration. Duration is ½ vs Creatures of Magic or Supernatural. Requires line of sight or victim’s exact location known.
Bio Manipulation: Stun Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Disorients and confuses. Victim is -1 attack, Spd is ½, all combat bonuses reduced by -4. Duration is ½ vs Creatures of Magic or Supernatural. Requires line of sight or victim’s exact location known.
Bio Manipulation: Tissue Manipulation Super 10 160 feet 4D4 min, +4D4 min/ 6 I.S.P. Standard Affects the tissues connecting nerve fibers causing sudden itchiness, being very hot, or being very cold. Victim is -1 strike/ parry/ dodge/ initiative. Duration is ½ vs Creatures of Magic or Supernatural. Requires line of sight or victim’s exact location known.
Bio Regeneration (Super) Super 20 Permanent Self None Concentrate for one full minute, then be healed of 4D6 S.D.C. and 4D6 H.P.. No scarring. Counts as a Healing power
Calm Minds Super 10 120 foot radius 3 min Vs. Calm (16+) Everyone affected must stop all attacks and cannot attack. They can still dodge, defend, flee, or do anything else as normal. If the psychic makes an attack the effect dispells immediately. Also temporarily dispels fear or other hysterical emotions, and neutralized psionic and magical mind control or emotional attacks. Counts as a Healing power
Cryokinesis: Cold Resistance Super 5 Self 10 min/ level None Endure great cold. No damage/ ill effect down to -50°F. Colder temperatures or magical cold will do half damage.
Cryokinesis: Freeze Water Super 3 per gallon 8 feet +2 feet/ level 1 min None Decrease temperature of water to freezing point. Takes one minute. Cannot freeze the water or blood in a living creature.
Cryokinesis: Sculpt Snow & Ice Super 4 20 feet (snow) or Touch (ice) 1 min/ level None Can sculpt/ mold/ manipulate up to 1 cubic foot of snow per level, per action. Can be moved or tossed to blind opponents (victim loses initiative and one attack). Can sculpt/ mold ice by touch (through clothing is okay) for duration of power. +20% bonus to Art skill for Ice sculptures. Can safely walk across icy surfaces; no chance to fall.
Cryokinesis: Create Ice Super 10 5 feet/ level 1 minute None Create 1 pound of ice per level out of thin air. Ice has 10 S.D.C. per pound. Roll Art or Craft skill to make into a specific shape. Create one solid block (does damage by weight per Telekinesis) or smaller blocks (minimum 1 pound, which does 1D4 damage when thrown). If temperature is below freezing ice will last until temperature warms up.
Cryokinesis: Sense Temperature Super 2 50 feet +5 feet/ level Instant None Keenly sense air temperature within ±1D4°. Counts as a Sensitive power
Electrokinesis: Electrical Resistance Super 4 3 min/ level Self None Immune to electricity up to 60kV. Greater than 60kV, including lightning and magical elecrricity, do half damage.
Electrokinesis: Electrical Discharge Super 2 or 4 Instant 10 feet/ level, 6 foot area None 1 S.D.C. “jolt” costs 2 I.S.P.. 2D6 S.D.C. electric blast costs 4 I.S.P.. Or can cause static electricity in a 6 foot area.
Electrokinesis: Manipulate Electrical Device Super 4 2 min/ level 45 feet +5 feel/ level None Can feel the presense of electrical objects in range. Can control/ manipulate electrical funcitons of devices, up to 12 manipulations per melee.
Electrokinesis: Sense Electricity Super 2 2 min/ level 45 feet +5 feet/ level None Can sense/ feel electricity and pinpoint exact location. Can also sense approaching electrical and ley line storms. 98% (55% +5%/ level), a failed roll means only 1D6×10% of devices were sensed. Counts as a Sensitive power
Empathic Charisma Super 10 30 feet 5 min/ level Standard Can determine the basic mood and desires of people around him, and can transmit general emotional feelings. For duration of the ability add 1D4+2 to M.A., add 2 to P.B., and has both Trust/ Intimidate and Charm/ Impress of 85% (against those who save these skills are -30%). Counts as a Sensitive power
Empathic Transmission Super 6 60 feet 2D6 min Standard Instill a powerful emotion in another person, animal, or supernatural being. Choices are: Despair/ Sorrow (1-50% chance surrender, -2 parry/ dodge); Confusion (-3 strike/ parry/ dodge, no initiative); Fear (-3 strike/ parry/ dodge, 1-66% run); Hate/ Anger (1-60% to attack/ kill/ harm/ betray someone they dislike, +1 strike, -1 parry/ dodge); Love/ Peacefulness (Hostiles 1-60% to not attack, show mercy, or leave w/o being cruel); Trust (believe everything psychic says for duration). Counts as a Sensitive power
Empathy: Superior Super 8 100 feet +50 feet/ level 2 min/ level Standard Can sense deep emotions, finding what emotions are attached to anything the psychic desires. If the emotion is really strong there is a 93% (60% +3%/ level) chance to glimpse or hear part of the memory associated with that emotion. The psychic can sense the victim’s true feelings, even if the victim doesn’t even realize what those feelings are. A saving throw should be rolled for each emotion or memory that the psychic tries to read.
Fortify Psionics Super 12+ 10 feet/ level Varies Special Must expend 12 I.S.P. plus full I.S.P. cost of original power. Increases damage or defensive power by ×2
Group Mind Block Super 22 120 foot radius 10 min/ level None Instantly erects a Mind Block on everyone within a 120 foot radius. Everyone within the radius is automatically blocked but the effect is not detectable (only Detect Psionics will indicate a group mind block).
Group Trance Super 15 20 feet, +10 feet/ level 2 min/ level Willing only Entrances a group to share psychic experiences. Only psychic group leader has actions – two per melee. Only the leader or genuine fear of death can break trance. Once per melee the leader can draw 3 I.S.P. from those with I.S.P. to fuel powers (they sense his intentions). Can only use psychic communication abilities (includes Clairvoyance, Empathy, Telepathy, Object Read, Presence Sense, Commune with Spirits/ Animals, Sixth Sense). The thoughts, visions, and communications received are simultaneously sent via the trance-link to all participants. Counts as a Sensitive power
Hydrokinesis: Sense Chemical Impurities Super 2 Self/ 6 inches 1 min/ level None 94% (72% +2%/ level) to determine water purity. If polluted, 90% (35% +5%/ level) to determine general nature of pollutant. Counts as a Sensitive power
Hydrokinesis: Boil Water Super 3/ gallon 8 feet +2 feet/ level 1 min None Increase temperature of water to boiling point. Takes one minute. Cannot boil the water or blood in a living creature.
Hydrokinesis: Water Spout Super 5 20 feet Instant/ 2 melees None Hurling normal water or cool temp liquid into face, or hot/ boiling liquid anywhere else: Victim loses initiative and 1 attack. Hurling boiling liquid into the face: Victim takes 2D4 damage, loses initiative and all attacks for 1D6 melee rounds, and is temporarily blinded (-10 strike/ parry/ dodge).
Hydrokinesis: Sense Water Super 0 20 feet/ level Permanent None Sense the presence of any water exposed to the open air. Cannot sense underground rivers, airtight containers, etc.. Counts as a Sensitive power
Hypnotic Suggestion Super 6 12 feet Varies Standard Requires eye contact. Can relax/ calm someone down, or put them in a light sleep, or help them focus on particular thought, or implant subtle ideas, or make them imagine sounds and images. Rarely lasts for more than a few hours max. Counts as a Sensitive power
Induce Amnesia Super 10 to 30 Touch 1D4 days/ level Standard 10 for minor memory block, 20 for large block (months or years of time), 30 to make them forget entire life (includes all skills and personality). Counts as a Sensitive power
Insert Memory Super 25 Touch Permanent Varies Implant artificial memories via suggestions. Save is standard, though innocuous false memories or ones dealing with something the victim wants to know/ remember may not be resisted at all. If memory is successfully implanted and later discovered to be false it still remains. Counts as a Sensitive power
Invisible Haze Super 30 Self 6 min Standard Turns invisible to anyone who can see him. Cannot be seen unless a save vs psionics is made (See Invisible/ See Aura do not work). Attacks against invisible foe are -6 to the following: initiative, strike, parry, and dodge. Counts as a Sensitive power
Mental Illusion Super 20 90 feet Special Standard A hypnotic suggestion that causes the victim to see, hear, feel and interact with an illusionary being. How the being reacts is based on the victim’s expectations. Psychic must implant/ say basic ideas and imagery to instill the mental illusion. Can also be used to make victim believe the psychic is someone/ thing else. Counts as a Sensitive power
Mind Block Auto-Defense Super 0 Self Permanent None Automatically puts up Mind Block whenever “mind probed” (telepathic and empathic probes, empathic transmission, induce nightmares, etc). Can lower Mind Block at will to receive such contact.
Mind Bolt Super 6+ 100 feet/ level Instant Dodge +4 to strike. Does 1D6 damage per 6 I.S.P. spent. An extra 10 I.S.P. increases the strike bonus to +8. Ley Lines and nexus points increase range and damage as per usual.
Mind Bond Super 10 Touch Special Standard Each learns/remembers everything about each other; all skills, skill bonuses, secrets, phobias, etc. Perfect recall lasts only 3D4 hours. 15% chance to recall anything for remainder of month, then memories disappear entirely (only psychic knows that). Alien or extremely disturbed minds may cause insanity. Counts as a Sensitive power
Mind Wipe Super 10+ Touch Special Standard Erase any past event, knowledge, skill, and so on. Takes 3 minutes to perform. Wipe lasts 1D4 days per 10 I.S.P. – at 50 I.S.P. wipe is permanent. Total mind wipe can be done for 50 I.S.P. and permanent loss of 4 M.E. points. If victim saves M.E. points are still lost. Counts as a Sensitive power
Psi-Cudgel Super 30 Self 5 min/ level None After 1 melee action of concentration can create a glowing blunt weapon composed of psionic energy. Generally looks like a Cudgel or Mace but shape and color can be changed. Weapon disappears if knocked unconscious. Damage is 8D6, +2D6 at levels 9, 12, and 15. Can damage things/being “impervious” to normal weapons.
Psychic Body Field Super 30 Self 2 min/ level None Dim, white, transparent aura that completely surrounds/ encloses the body. Provides 10 S.D.C. per level. Items held in the hands, hung from the back, or on top of the head are not protected. The field does not protect against disease or toxic fumes. Loses sense of touch while active – skills requiring a sense of touch and manual dexterity are -30%.
Pyrokinesis: Fire Resistant Super 2 Self 5 min/ level None Endure great heat and fire. Take half damage from non-magical fire. Magic still does full damage.
Pyrokinesis: Spontaneous Combustion Super 2 30 feet Instant None Ignite combustible material, such as paper, old rags, dry grass, gasoline, hot coals, etc.. Human hair is not combustable.
Pyrokinesis: Fuel Flame Super 4 30 feet +5 feet/ level Instant None Feed fire with psychic energy, doubling it in size. Affects a 10 foot area
Pyrokinesis: Extinguish Flames Super 4 30 feet +5 feet/ level Instant None Instantly extinguish 15 foot diameter area of fire.
Pyrokinesis: Create Flame Super 20 30 feet +2 feet/ level 2 min/ level None Create 8 foot tall, 4 foot diameter pillar of fire (5D6 dmg, 72% to ignite combustables). OR create 6 foot +1 foot/ level wall of fire (6D6 dmg, 72% chance to ignite combustables).
Pyrokinesis: Fireball Super 25 30 feet +2 feet/ level Instant None +2 to strike, 6D6 damage.
Pyrokinesis: Sense Fire Super 2 100 feet +10 feet/ level 2 min None Sense/feel presence of fire and pinpoint its exact location. Range is a radius. 90% chance to sense all fires; failed roll means only 2D4×10% of fires were sensed. Counts as a Sensitive power
Resurrection Super 50 Touch Instant None Requires 5 minutues preparatory meditation. Base chance of success is 84% (7% per level). Can only be attempted once on the same character by the same psychic. Success brings them back to life with 1 H.P.. Normal rules for resurrection apply. Counts as a Healing power
Shared Perception Super 15 120 feet 1 min/ level Standard Can spy on someone’s perceptions or share his perceptions with someone else. This means all sensory input (sight, hearing, smells, touch, taste). Those whose perceptions are being spied will feel as if someone is watching or looking over their shoulder. Counts as a Sensitive power
Telekinesis (Super) Super 10+ 100 feet/ level 2 min/ level None/ Dodge Manipulate one object per level, total weight is up to 100lbs per every 10 I.S.P. spent to activate. Damage is by weight (1D4×10 per 100lbs). +3 to Strike, +4 to Parry. Max height & distance object can be moved: 60 feet (under 2lbs), 30 feet (2lbs-20lbs), 15 feet (over 20 lbs).
Telekinetic Acceleration Attack Super 10 50 feet +10 feet/ level Instant None Cause ½dozen to a dozen small objects (coins, pencils, small stones, arrows, etc.) to hurl at a target for 3D6 damage. +3 to strike.
Telekinetic Force Super 10+ 80 feet/ level 1 min/ level None/ Dodge Creates “hands” of telekinetic force to grab, crush, pin, and manipulate one object per level. Total weight affected or force applied is up to 50lbs per every 10 I.S.P. spent to activate. Damage is by the telekinetic force: 1D4 per 50lbs of force. If strangulation, damage is direct to H.P. and victim loses consciousness after P.E.×4 seconds being strangled.
Telekinetic Force Field Super 30 Self or 40 ft/ level 2 min/ level None Force field with 30 S.D.C./ level created around an area as small as 3 feet up to as large as 10 feet/ level. Can roll parry to create as parry. Cannot be moved once created but can be dispelled by creator.
Telepathic Suggestion Super 15 60 feet Varies Standard Implants a powerful suggestive command into victim’s mind. Command can be simple (few spoken sentences) or complicated. Unless victim saves they will carry out command without hesitation. If the command goes against victims alignment they are +3 to save. If command is drastically against alignment/ethics, save is automatically successful. Counts as a Sensitive power
Telepathic Transmission Super 8, +4 per person for network 100ft +50ft/ level 5 min/ level Varies For base 8 I.S.P. can “speak” to others telepathically – either one person, multiple people, or everyone in range. Blocked by Mind Block. Non-psychics assume it is regular speech. For extra 4 I.S.P. per additional person, a secure telepathic network is set up, allowing private communication between members.
Telemechanics Super 10 10 min, +2 min/ level Touch or 5 feet None Mentally understand machines. Gain complete knowledge of everything about the machine – schematic, repairs, maintenance, operating, etc. Skill expertise w/ that machine is 80% for the duration. See book for A.I. machines. Counts as a Sensitive power
Teleport Self Super 24 300 feet Instant None Psychic teleports himself and up to 10lbs/ level. Must be able to see or clearly visualize destination. A teleport into a solid object just fails.
Note: For full psionic descriptions, reference this document.
Eternal Torch Ring AR 14
Bracelet of Fleet Feet Fleet Feet 3×/day; 10 minute duration
Bracelet of Mental Energy Has two green Xanthium gems, each gem holds 30 I.S.P.. The wielder can draw I.S.P. to fuel psionics but can only draw from one gem at a time. The gems can be recharged with I.S.P. on a 1:1 basis. A “gift” from Mangy Carl.
Ring of Tongues Understand and speak any language at 98%; always on
Ring of Truesight See the invisible. See through magical, psionic, and drug induced hallucinations (half usual penalties). Unhindered by magical or non-magical darkness. Range is line of sight
Special Skills Base % Bonus Start Current Total % Notes
Track Blood Scent 30+4 1 12 74% 1000’
Recog Scent Others 20+4 1 12 64% +10% mate/ offspring
OCC Skills Base % Bonus Start Current Total %
Language: Wolfen 98% 98%
Language: Gobblely 40+5 15 1 12 98%
Language: Northern 40+5 15 1 12 98%
Math:Basic 45+5 20 1 12 98%
WP Archery 1 12
WP Blunt 1 12
HtH: Expert
OCC Related Skills Base % Bonus Start Current Total %
Land Navigation 30+4 5 1 12 80%
Wilderness Survival 30+5 5 1 12 90%
Language: Elven 40+5 10 1 12 98%
Hunting 60/40+5 5 3 12 98/80%
Literacy: Elven 30+5 10 6 12 70%
Language: Eastern 40+5 10 9 12 65%
Intelligence 30+4 10 12 12 40%
Secondary Skills Base % Start Current Total %
Prowl 25+5 1 12 80%
Cooking 30+5 1 12 85%
Lore:Religion 30+5 1 12 85%
Tumbling 1 12
Running 4 12
Boxing 8 12
Fashion Tools 25+5 12 12 25%

Name Count Location Description
Bizantium coins ±500 (approx) small sack All of Dream’s Bizantium gold and silver coins, mostly in the large denominations. The bag is tied and stored securely to prevent them from rattling around.
Eastern coins ±350 (approx) small sack All of Dream’s Eastern gold and silver coins, mostly in the large denominations. The bag is tied and stored securely to prevent them from rattling around.
Wolfen Empire coins ±200 (approx) small sack All of Dream’s Wolven Empire gold and silver coins, mostly in the large denominations. The bag is tied and stored securely to prevent them from rattling around.
Summer Clothes 1 Not carried, left at “home” Very simple and sparse set of clothing
Winter Clothes 1 Backpack Layers of cloth clothing designed to keep one warm in the Northern Wilderness winters. All layers except the lightest, coolest one are put away – that layer is worn in the warmer weather.
Cloak 1 Backpack Green, hooded. Was once an expensive cloak but has seen a lot of wear.
Leather Boots 1 Worn Sturdy and well-worn. They were once expensive boots, built for function.
Belt 1 Worn It’s a belt
Blanket 1 Backpack Thick, appropriate for winter weather
Backpack 1 Back A “standard” traveler’s pack. Has the symbol for the Tri-Arcanum Guild on it to mark his membership.
Medium Sack 2 Backpack They’re sacks
Small Sack 1 Belt Small sack, drawn closed, used to store items for quick access
Small Sack 5 Backpack They’re sacks
Water Skin 1 Backpack Sturdy and well-used
Pocket Mirror 1 Backpack Metal polished to produce an adequate reflection, kept in a protective cloth.
Snuff 1 Belt sack The good snuff
Tinder Box 1 Belt sack Rarely used, like new
Food Rations 28 days Backpack The proportion of dried meats to everything else is more in favor of dried meats than is typical for such rations. The meats are an assortment of types, all flavored interestingly.
Transformable Walking Stick/Bow 1 Carried It’s a gnarled oak walking stick. Doesn’t look suited for combat.
Azomir 1 Slung over shoulder/back See awesome picture in link.
Wood War Club 1 Belt, opposite quiver A seemingly simple melee weapon.
Short Bow 1 Not carried, left at “home.” It’s an ordinary shortbow
Quiver 1 Worn on side, opposite war club Can hold 48 arrows or 24 short spears. Currently holds 10 arrows and 16 short spears.
Agreement 1 Backpack An indestructible scroll with a list of names that constantly shifts and updates to reflect current events.
Journal/Book 1 Backpack A book with parchment pages and a stitched binding. A gift given to him by his friend. Pages 1-2 have journal entries. Page 3 has been torn out. Pages 4-7 have journal entries. Pages 8-100 are blank.
6oz vial of black Ink 1 Backpack A standard 6 ounce vial of ink for writing. Wrapped in cloth to protect it from breaking.
Crow quill pen 1 Backpack A standard quill pen, made from a crow’s feather.
Parchment 0 Backpack 9×12 inch sheets
Pamphlet of Khonsu 1 Backpack The original pamphlet, jointly written by The Nameless Man and Ursus.
Cloak of Shadows 1 Worn Dark cloak which makes the wearer more difficult to see in shadows, and in lighted areas lets the character move silently and unobtrusively. Add 20% to Prowl.
Quill of Endless Ink 1 Backpack A magic quill which needs no ink and never runs out.
Dusts of Nicodemus; The Sands of Frost 2 Backpack Fist-sized ball, looks like a glittering snowball made of very fine gold and silver flakes. Kept in a padded bag to prevent accidental breakage. Bag has mystic symbols of magic, protection, and the four elements: earth, air, water and fire written on it. Also written on it in Eastern: “The Sands of Frost.” The ball is activated the moment it strikes and breaks apart – this includes being dropped or crushed in the owner’s hand. Once broken, the snowball erupts in a thick cloud of twinkling dust that fills a 20 foot diameter, covering everything within in an inch of solid ice. People are chilled to the bone and suffer 3D6 damage from the intense cold (double damage to those vulnerable to cold). They also lose 1D4+1 melee attacks/ actions breaking free of the ice and gathering their wits. During this time (about one melee round) they can not attack and are -4 to parry and dodge incoming attacks.
Drama Cards, Luck Points, Ace in the Hole
Ace in the Hole 1
Luck Points 4
Miscellaneous Notes
Donated Є10,000 to Temple of Apis in Haven 3/19/114
Paid Є100,000 in dues to the Tri-Arcanum Guild 3/21/114
Donated Є10,000 to Temple of Apis in Wisdom 3/22/114
Donated Є2,000 to Temple of Ra in Wisdom on 3/22/114
Paid Є6,000 to Thurweard Getor, Alchemist of the Tri-Arcanum guild, on 3/22/114. This was a down-payment on the creation of a magic arrow (cost: 30,000) and a magic short-spear (cost: Є28,000) which would both take a total of six months to create (×2 damage vs. Minions of the Dark). Still owe Є52,000 upon pick-up.



Entry #1

My name is Silent Dream. I come from one of the Emirin Tribes of Kankoran. I am a citizen of the Wolfen Empire. This is my journal. Moli said I should write in it sometimes. I asked her what I should write about, she said “things that have happened to you.” Here is a thing that has happened to me.

Nine winters ago I left my village. I did not leave alone. Another Kankoran now named Red Snow accompanied me. We were to undertake our tribe’s rite of passage: hunt a young Emirin and fight to the death. A dream with no sound let me know we should be as quiet as possible when we woke up. Our silent stealth rewarded us with an Emirin wandering into our range.

Of course Red Snow and I approached her. Introductions were proper in this circumstance. Her name was Icerai. She intended to defeat us both and return to her pride triumphant. We agreed to begin the hunt proper at dusk. By nightfall were fighting. In time Red Snow and I prevailed. Before he could finish Icerai and we could claim her long teeth another Emirin ambushed us!

This one was called Calind. He intended to save Icerai from her death by killing us for her. He intended to make her his mate. He attacked us. Red Snow was already hurt bad from our fight with Icerai. Calind took him down despite my efforts. Then it was me and Calind.

Two Kankoran versus one Emirin, everyone fully prepared, is an even fight. This was not. Calind should have defeated me. But he was unprepared for Icerai to attack him. Calind was confused and demanded she tell him why. She told him the obvious answer: she would not let him dishonor her in such a manner. Together, Kankoran and Emirin, both injured, took down Calind.

Calind lay unconscious in the snow. His breaths were shallow and slow – the breathing of one about to die. Icerai laid back down and asked me to make her death quick. I nodded. She closed her eyes, waiting. But instead I brought death to Calind. She opened her eyes and looked at me puzzled. I told her only one Emirin had to die today. I took his sharpest teeth then went to help Red Snow.

Icerai psychically draped Calind’s body over hers and prepared to return to her pride. She said she was in my debt and wanted to know what I would call myself. It took only a moment to decide. Silent Dream, I told her. She nodded and walked away. I bid her safe travel through the forest until we met again, as was proper. Red Snow survived. Together we returned to our tribe.

Until today only Red Snow, Icerai, and myself knew that story. This is a thing that happened to me.

Entry #2

I showed that entry to Moli today. She was troubled by that story. She said I should write about something more recent. Today I will write about how I met her.

Four summers ago our hunters found her lost in the woods. She was a lone Human. My tribe is part of the Wolfen Empire. Our elders thought she was a spy. She said she was not. They asked me to use my gifts to find out.

Using my gifts against her will made me uncomfortable. I talked to her instead. Her name was Moli Kineo. I told her what my tribe asked me to do. I asked her permission. She agreed to let me. We bonded and I knew the truth. She was no spy – not anymore. Her story made me want to weep. I did not.

She is not a spy. I said this to the Elders. She needs help to leave the woods. I said that to the Elders too. They did not believe me. I had talked to her. They said that to me. Now I was compromised. They explained. They would not listen to me. They sent messengers to the Wolfen. That night I set her free.

Our bond gave her my skill in the woods. But it would not last. I had to go with her. Together we traveled. She used her own gifts to help us. She was psychic like me. She used her gifts to make illusions. If anyone came close to us she made us hidden. I kept us going the right way. I kept us fed and safe in the woods. She told me stories.

The Gods of Light and the Gods of Darkness. I learned about them from her. Many other gods too. But the gods of light held my interest. She was surprised I couldn’t read. She taught me to speak the language of the Elves. She taught me to read the language of the Elves.

Together we reached the southern coast. She could go from there to Lopan in safety. Why don’t I come with her. She asked me that. A Kankoran in Lopan. I almost said no. We traveled there. Outside the reach of the Wolfen Empire. I would go back someday. Before then I would explore Lopan. I would learn about the Church of Light. I would learn to worship Apis.

Entry #3

Today Moli said she was flattered by my last entry. She wanted to know why I showed her this. Because it was her idea. I told her that. She made that noise she makes when she is exasperated. Today I will write about my return to the wilderness.

I spent the next four seasons in Lopan. I learned many things. But I needed to go back to my tribe. I would return and answer for what I did. Moli didn’t understand. We said goodbye. This time the trip was quicker. I avoided the war and the fighting. My tribe had moved. I spent some time finding it. My family and friends were happy I returned. The elders were not happy. I understood.

Messengers were sent to the Wolfen again. I stayed this time. They arrived and I left with them. It was the right thing to do. I would plead my case and face judgement. They barely cared about Moli. They knew about my gifts. They knew I was skilled in the woods. I would serve in their army for two birthdays.

I downplayed my psychic gifts. I am no braggart. In the woods I could be silent. So I was a scout for them. Many Humans and Wolfen died during this time. This makes me sad to remember. I will write about a funny story instead.

I once found a magical flying broom. I do not know why. Not why I found it – why someone would make such a thing. I tried to use it. For two birthdays I served in the Wolfen army. But I was closest to death the day I tried using that broom. The sight of me screaming and dangling from the broom as it flew out of control was funny. I have been told that many times. Comrades who watched it happen told me that. They let me keep the broom. I quickly sold it. I do not regret that.

After my second birthday I was allowed to leave the army. I left and went back to my tribe. The elders accepted my return. But they did not like it. So I made a proper good-bye this time. Then I left. I returned to the southern coast of the wildernessLopan. On the journey I met Icerai again. We traveled together for a while. She offered to show me a great treasure. This would repay her debt. I accepted the honor.

She brought me to a cave. Inside was a hero’s grave. I paid my proper respects. The hero left behind a great treasure. A shortbow from ages past. I hesitated. Icerai prodded me to pick it up. I grasped it. I could hear it talk to me in my head. Azomir, the Unforgiven, it called itself. I was awed. Icerai and I left. She bade me safe travel. I bade her safe travel. We parted ways.

Entry #4

Moli shook her head after reading this journal. She said to just write about yesterday or today. I will do that now.

Yesterday I hunted a boar. I prepared it for my dinner. As I seasoned it I prayed to Apis in thanks. I ate my meal. I went to bed. My dreams were not clairvoyant. I woke up at dawn.

Entry #5

I do not know what was funny. Moli laughed. She told me to just do what I want with this book. She said to just write what I want. I think she had given me good advice. It has been confusing advice. But is it good advice. I will keep writing in this book. I do not know if I will write everyday. Moli thinks it would be good for my reading. But I am not reading. I am writing. She smiled when I told her that. I am glad she spends time with me. Tomorrow we will escort some Humans north. I expect it will be a normal day.

Silent Dream

A God...Rebuilt Tokobauzsos