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	<title>Wednesday Knights Blog &#187; d20 Future</title>
	<atom:link href="http://wednesdayknights.com/archives/category/d20-future/feed" rel="self" type="application/rss+xml" />
	<link>http://wednesdayknights.com</link>
	<description>A Blog by Gamers about Games, Movies, Books, and Other Stuff</description>
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		<title>Sci Fi Mayhem: Emergency U.N. Security Council to Meet</title>
		<link>http://wednesdayknights.com/archives/203</link>
		<comments>http://wednesdayknights.com/archives/203#comments</comments>
		<pubDate>Mon, 04 Aug 2008 22:10:51 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/203</guid>
		<description><![CDATA[Emergency U.N. Security Council to Meet
By Jenny Rufledt
After the recent discovery by U.N. officials that the T&#8217;sa stationed here on Earth were in league with the Fraal and had plans to undermine recent developments in the war a special council has been called to meet next week. This council plans on enacting new laws to [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Emergency U.N. Security Council to Meet</strong></p>
<p>By Jenny Rufledt</p>
<p>After the recent discovery by U.N. officials that the T&#8217;sa stationed here on Earth were in league with the Fraal and had plans to undermine recent developments in the war a special council has been called to meet next week. This council plans on enacting new laws to place aliens residing on the Earth under tighter scrutiny and closer observation. The discovery of the T&#8217;sa sympathizing with the murderous Fraal comes as a shock after many years of seemingly friendly cooperation. According to Junior Senator Morris Zimmer, &#8220;Information was obtained from the T&#8217;sa embassy here in Brazil that verifies the plans they had to help the Fraal. They had numerous objectives planned, one apparently including the use of time-travel as a weapon against humanity.&#8221; Soon after this discovery was made, small strike force units were mobilized to capture any T&#8217;sa and Fraal currently residing on the Earth. The rapid response and successful capture of numerous, important sympathizers is attributed to the well-oiled military strength of the U.N. forces. Although many aliens eluded capture , the U.N. is confident these war criminals will be found. The U.N. suggests that you report any T&#8217;sa or Fraal hiding on the Earth or in near orbit as they are now considered enemies of the state.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Okay, here&#8217;s Chip</title>
		<link>http://wednesdayknights.com/archives/77</link>
		<comments>http://wednesdayknights.com/archives/77#comments</comments>
		<pubDate>Thu, 05 Apr 2007 02:36:30 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/77</guid>
		<description><![CDATA[
Okay, here&#8217;s what my character looks like.Â  Notice the laser pistol.
]]></description>
			<content:encoded><![CDATA[<p><a title="chip 1 2" href="http://wednesdayknights.com/album//chip_1_2.JPG"><img width="450" height="415" class="pp_image" alt="chip 1 2" src="http://wednesdayknights.com/wp-content/photos/chip_1_2.JPG" /></a></p>
<p>Okay, here&#8217;s what my character looks like.Â  Notice the laser pistol.</p>
]]></content:encoded>
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		<item>
		<title>The starting Cast for D20 Future</title>
		<link>http://wednesdayknights.com/archives/36</link>
		<comments>http://wednesdayknights.com/archives/36#comments</comments>
		<pubDate>Sun, 28 Jan 2007 22:52:11 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/36</guid>
		<description><![CDATA[I thought it would be a good idea to start tracking some of the important game info on the site.Â  For the new adventure, I&#8217;ll start with the names:Â 

Steve &#8211; John Yeager
Bryan &#8211; Web
Dave &#8211; Vinny
Ellen &#8211; Ivy
John &#8211; Kenji
Johnny Rod &#8211; Not choosen yet
Sarah &#8211; Dyami Smoke
Chuck &#8211; Dale
Â 
Â 
]]></description>
			<content:encoded><![CDATA[<div>I thought it would be a good idea to start tracking some of the important game info on the site.Â  For the new adventure, I&#8217;ll start with the names:Â </div>
<div />
<div>Steve &#8211; John Yeager<br />
Bryan &#8211; Web<br />
Dave &#8211; Vinny<br />
Ellen &#8211; Ivy<br />
John &#8211; Kenji<br />
Johnny Rod &#8211; Not choosen yet<br />
Sarah &#8211; Dyami Smoke</div>
<div>Chuck &#8211; Dale</div>
<p>Â </p>
<p>Â </p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title></title>
		<link>http://wednesdayknights.com/archives/27</link>
		<comments>http://wednesdayknights.com/archives/27#comments</comments>
		<pubDate>Fri, 12 Jan 2007 13:38:09 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/27</guid>
		<description><![CDATA[Be courteous, be politeâ€”but always have a plan to kill everyone that you meet.
Vinny (Vin) Detta
]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">Be courteous, be politeâ€”but always have a plan to kill everyone that you meet.</p>
<p>Vinny (Vin) Detta</p>
]]></content:encoded>
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		<item>
		<title>Sci-Fi Mayhem Part 3</title>
		<link>http://wednesdayknights.com/archives/23</link>
		<comments>http://wednesdayknights.com/archives/23#comments</comments>
		<pubDate>Sun, 07 Jan 2007 00:16:19 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/23</guid>
		<description><![CDATA[Science fiction mayhem!
Set in the near future, your pc&#8217;s will be thrust into a foreign environment and embark on a mission of survival.  Get ready for adventure in a science fiction setting the likes of which you&#8217;ve probably seen elsewhere and will instantly recognize as a blatant rip-off.  High tech weapons!  Mutants! [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Science fiction mayhem!</strong><strong><br />
</strong><strong><span /></strong>Set in the near future, your pc&#8217;s will be thrust into a foreign environment and embark on a mission of survival.  Get ready for adventure in a science fiction setting the likes of which you&#8217;ve probably seen elsewhere and will instantly recognize as a blatant rip-off.  <strong>High tech weapons!  Mutants!  Aliens!  Space adventure!  </strong>All this and more are waiting for you in the exciting new RPG brought to you by the creator of the <em>Monsters</em> campaign.<br />
In a modern world where life is normal and things are good you find out you have a special ability.  How you acquired it, you&#8217;ve no idea.  Then you hear news reports of government agents taking people from their homes.  These people are considered &#8220;dangerous&#8221; by the government and they are not seen or heard from again.  Then, in the middle of the night, you wake to a loud noise and several people shining bright lights in your eyes.  &#8220;Why do they want me?&#8221; you think &#8220;I&#8217;ve done nothing wrong.  I&#8217;m not dangerous.&#8221;  You feel a pin-prick on your arm as they carry you through the door and sink into unconciousness.</p>
<p><span /><strong>You will need:</strong> d20 Modern<br />
<strong /></p>
<p><strong>You may want: </strong>d20 Future, d20 Apocalypse, d20 Future Tech<br />
<em>You can download the SRD <a title="Modern SRD" href=" http://www.wizards.com/default.asp?x=d20/article/msrd">here</a>.</em><em /><br />
<span /><strong /></p>
<p><strong>Character creation!</strong><br />
<span />All feats, occupations, or alternate character creation rules must be approved by the mighty and <span />powerful gm.<br />
The game starts in the year 2026.<br />
Pc&#8217;s must be human and at least 18 years of age.<br />
Characters will be created using 84 Ability points.<br />
You receive bonus knowledge points equal to your INT modifier x 4.<br />
Pc&#8217;s will start out at 2nd level.<br />
Character classes and starting occupations are your choice.  A good mix of creative skills is       recommended amongst the pc&#8217;s.<br />
Starting occupations can be chosen from d20 Modern or the list of approved Sci-Fi Mayhem       occupations.<br />
You will receive Military as a 2nd (or possibly 3rd) occupation at 2nd level with both Light Armor <span />and Personal Firearms as the acquired occupation feats.  Do not include this occupation   in your character history (You will learn why).<br />
There is no bonus feat for being human, however, there is a bonus feat at 2nd level.<br />
No templates will be allowed.<br />
There will be no magic, arcane or divine (with the following exception): All characters will receive the following feat for free.  This ability is unique to your pc&#8217;s.<br />
<em /></p>
<p><em>Innate Wild Talent</em><br />
You have the ability to use one 0 or 1st level psionic power at will as a free action.<br />
There is no power point cost for this ability. That&#8217;s right, your characters will all be psions!</p>
<p>However, no psionic classes can be taken (You    will eventually learn why).<br />
Psionic powers to be taken from the GM&#8217;s modified list from d20 Modern.<br />
Characters will start out with zero spending cash (don&#8217;t worry).</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Sci-Fi Mayhem Part 2</title>
		<link>http://wednesdayknights.com/archives/22</link>
		<comments>http://wednesdayknights.com/archives/22#comments</comments>
		<pubDate>Sun, 07 Jan 2007 00:15:39 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/22</guid>
		<description><![CDATA[Approved Sci-Fi Mayhem Occupations
 
d20 Modern
Any
 
Modern Player&#8217;s Companion
Any except Tribal
 
d20 Future
Astronaut Trainee
Drifter
Gladiator
Outcast
Transporter
 
If there are any alternate starting occupations from any other source you would like to use please check with the gm.  Also, feel free to take the moonlighting feat if you so desire.
]]></description>
			<content:encoded><![CDATA[<p><strong>Approved Sci-Fi Mayhem Occupations<br />
</strong><font size="3"> </font></p>
<p><strong><font size="3">d20 Modern<br />
</font></strong><font size="3">Any<strong><br />
</strong></font><strong><font size="3"> </font></strong></p>
<p><strong><font size="3">Modern Player&#8217;s Companion<br />
</font></strong><font size="3">Any except Tribal<br />
</font><strong><font size="3"> </font></strong></p>
<p><strong><font size="3">d20 Future<br />
</font></strong><font size="3">Astronaut Trainee<br />
</font><font size="3">Drifter<br />
</font><font size="3">Gladiator<br />
</font><font size="3">Outcast<br />
</font><font size="3">Transporter<br />
</font><font size="3"> </font></p>
<p><font size="3">If there are any alternate starting occupations from any other source you would like to use please check with the gm.  Also, feel free to take the moonlighting feat if you so desire.</font></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Sci-Fi Mayhem Part 1</title>
		<link>http://wednesdayknights.com/archives/21</link>
		<comments>http://wednesdayknights.com/archives/21#comments</comments>
		<pubDate>Sun, 07 Jan 2007 00:14:39 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[Home Campaigns]]></category>
		<category><![CDATA[Sci Fi Mayhem]]></category>
		<category><![CDATA[d20 Future]]></category>
		<category><![CDATA[d20 Modern]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/21</guid>
		<description><![CDATA[Attraction
Charisma [Compulsion, Mind-Affecting]
Level: 1; Display: Audible; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes
The manifester plants a compelling attraction in the mind of the target. The attraction can be toward a particular person, an object, an action, or an event. The [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal"><strong>Attraction</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma [Compulsion, Mind-Affecting]</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Audible; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One living creature; <strong>Duration:</strong> 1 hour/level; <strong>Saving Throw:</strong> Will negates; <strong>Power Resistance:</strong> Yes<br />
The manifester plants a compelling attraction in the mind of the target. The attraction can be toward a particular person, an object, an action, or an event. The powerâ€™s target takes reasonable steps to meet, get close to, attend, find, or perform the object of its implanted attraction. For the purposes of this power, â€œreasonableâ€ means that while fascinated, the target doesnâ€™t suffer from blind obsession. The target will not undertake obviously self-destructive actions. The subject can still recognize danger, but will not flee unless the threat is immediate. If the manifester makes the target feel an attraction to the manifester, the manifester canâ€™t command the subject indiscriminately, although he or she will be willing to listen to the manifester (even if the subject disagrees). This power grants the manifester a +4 bonus to his or her Charisma modifier when dealing with the subject.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Burst</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Dexterity</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Audible; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One living creature; <strong>Duration:</strong> 1 round/level<br />
The target increases his or her base speed by +10 feet on his or her next turn.<br />
The manifester can manifest this power instantly on his or herself, gaining the benefit of the speed increase in the same round.</p>
<p class="MsoNormal">
<strong>Call Weaponry</strong></p>
<p class="MsoNormal"><em>Dexterity [Teleportation]</em><br />
<strong>Level: </strong>1; <strong>Display: </strong>Audible, Material; <strong>Range: </strong>Touch; <strong>Effect: </strong>1 unattended weapon (see text); <strong>Duration: </strong>1 hour/level (see text) (D); <strong>Saving Throw: </strong>None; <strong>Power Resistance: </strong>No<br />
You call a weapon â€œfrom thin airâ€ into your waiting hand (actually, it is a real weapon hailing from some other random location) as a free action. You donâ€™t have to see or know of a weapon to call itâ€”in fact, you canâ€™t ever call a specific weapon. You just specify the type. If the specified weapon type is one you can call at your level, it appears. If you call a projectile weapon, it comes loaded with a clip, box, or chamber of ammunition, as appropriate (the ammunition does not have an enhancement bonus, even at 10th level and above). If you relinquish your grip on the weapon you called for 2 or more rounds, it automatically returns to wherever it originally came from.<br />
As your level increases, you can summon better weapons.</p>
<table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable">
<tr>
<td valign="top" style="padding: 0in; width: 58px">
<p class="MsoNormal"><strong><span style="font-size: 18pt">Level</span></strong></p>
</td>
<td valign="top" style="padding: 0in; width: 159px">
<p class="MsoNormal"><strong><span style="font-size: 18pt">Weapons</span></strong></p>
</td>
<td valign="top" style="padding: 0in; width: 96px">
<p class="MsoNormal"><strong><span style="font-size: 18pt">Example</span></strong></p>
</td>
<td valign="top" style="padding: 0in; width: 72px">
<p align="center" style="text-align: center" class="MsoNormal"><strong><span style="font-size: 18pt">Power   Points</span></strong></p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 58px">
<p class="MsoNormal">1â€“3</p>
</td>
<td valign="top" style="padding: 0in; width: 159px">
<p class="MsoNormal">Simple   melee</p>
</td>
<td valign="top" style="padding: 0in; width: 96px">
<p class="MsoNormal">Knife</p>
</td>
<td valign="top" style="padding: 0in; width: 72px">
<p class="MsoNormal">0</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 58px">
<p class="MsoNormal">4â€“6</p>
</td>
<td valign="top" style="padding: 0in; width: 159px">
<p class="MsoNormal">Handgun</p>
</td>
<td valign="top" style="padding: 0in; width: 96px">
<p class="MsoNormal">Colt   Python</p>
</td>
<td valign="top" style="padding: 0in; width: 72px">
<p class="MsoNormal">0</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 58px">
<p class="MsoNormal">7â€“9</p>
</td>
<td valign="top" style="padding: 0in; width: 159px">
<p class="MsoNormal">SMG, rifle, shotgun</p>
</td>
<td valign="top" style="padding: 0in; width: 96px">
<p class="MsoNormal">Winchester 94</p>
</td>
<td valign="top" style="padding: 0in; width: 72px">
<p class="MsoNormal">0</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 58px">
<p class="MsoNormal">10</p>
</td>
<td valign="top" style="padding: 0in; width: 159px">
<p class="MsoNormal">Exotic   or Archaic melee</p>
</td>
<td valign="top" style="padding: 0in; width: 96px">
<p class="MsoNormal">Katana</p>
</td>
<td valign="top" style="padding: 0in; width: 72px">
<p class="MsoNormal">0</p>
</td>
</tr>
</table>
<p class="MsoNormal">Weapons gained by <em>call weaponry </em>are distinctive due to the low hum they emit.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Charm Person</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma [Compulsion, Mind-Affecting, Language-Dependent]</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Mental; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One person; <strong>Duration:</strong> 1 hour/level; <strong>Saving Throw:</strong> Will negates; <strong>Power Resistance:</strong> Yes<br />
This power makes a Medium-size or smaller person regard the manifester as his or her trusted friend and ally. If the target is currently being threatened or attacked by the manifester or allies, however, the subject receives a +5 bonus on his or her saving throw. The power does not enable the manifester to control the charmed person as if he or she was an automaton, but he or she does perceive the manifesterâ€™s words and actions in the most favorable way. The manifester can try to give the subject orders, but the manifester must win an opposed Charisma check to convince the subject to do anything he or she would not ordinarily do. (The manifester canâ€™t try again.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or his or her apparent allies that threatens the charmed person breaks the power. Note also that the manifester must speak the personâ€™s language to communicate his or her commands.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Combat Precognition</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Wisdom</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Visual, Material; <strong>Range:</strong> Personal; <strong>Target:</strong> You; <strong>Duration:</strong> 1 hour/level (D); <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> No<br />
The manifester gains a +1 insight bonus to Defense. If he or she is caught flat-footed, this bonus to Defense doesnâ€™t apply.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Control Object</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Constitution</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Material; <strong>Range:</strong> Medium (100 ft. + 10 ft./level); <strong>Target:</strong> One unattended object weighing up to 100 pounds/5 levels; <strong>Duration:</strong> Concentration, up to 1 round/level; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> No<br />
The manifester telekinetically animates an inanimate object, making it move under his or her control. The controlled object moves with jerky and clumsy movements. The object can move at a speed of 10 feet. A controlled object can make a slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Daze</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma [Compulsion, Mind-Affecting]</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Mental, Material; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One person; <strong>Duration:</strong> 1 round/level; <strong>Saving Throw:</strong> Will negates; <strong>Power Resistance:</strong> Yes<br />
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject canâ€™t move or take actions.</p>
<p class="MsoNormal">
<strong>Detect Poison</strong></p>
<p class="MsoNormal"><em>Wisdom</em><br />
<strong>Level:</strong> 0; <strong>Display: </strong>Olfactory; <strong>Range: </strong>Close (25 ft. + 5 ft./2 levels); <strong>Target or Area: </strong>One creature, one object, or a 5-foot cube; <strong>Duration: </strong>Instantaneous; <strong>Saving Throw: </strong>None; <strong>Power Resistance: </strong>No<br />
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Craft (chemical) skill may additionally try an Craft (chemical) check, DC 20.<br />
<em>Note: </em>The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Detect Psionics</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Wisdom</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Visual, Audible; <strong>Range:</strong> 60 ft.; <strong>Area:</strong> Quarter-circle emanating from you to the extreme of the range; <strong>Duration:</strong> Concentration, up to 1 minute/_level (D); <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> No<br />
The manifester detects psionic auras. The amount of information revealed depends on how long the manifester studies a particular area or subject.<br />
1st Round: Presence or absence of psionic auras.<br />
2nd Round: Number of different psionic auras and the strength of the strongest aura.<br />
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)<br />
Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.<br />
Aura Strength: An auraâ€™s psionic power and strength depend on a powerâ€™s functioning power level or an itemâ€™s manifester level.</p>
<table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable">
<tr>
<td valign="top" style="padding: 0in; width: 157px">
<p class="MsoNormal"><strong><span style="font-size: 13.5pt">Functioning Power Level</span></strong></p>
</td>
<td valign="top" style="padding: 0in; width: 141px">
<p class="MsoNormal"><strong><span style="font-size: 13.5pt">Item Manifester Level</span></strong></p>
</td>
<td valign="top" style="padding: 0in; width: 84px">
<p class="MsoNormal"><strong><span style="font-size: 13.5pt">Aura Power</span></strong></p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 157px">
<p class="MsoNormal">0-level   or lingering aura</p>
</td>
<td valign="top" style="padding: 0in; width: 141px">
<p class="MsoNormal">Lingering   aura</p>
</td>
<td valign="top" style="padding: 0in; width: 84px">
<p class="MsoNormal">Dim</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 157px">
<p class="MsoNormal">1stâ€“3rd</p>
</td>
<td valign="top" style="padding: 0in; width: 141px">
<p class="MsoNormal">1stâ€“5th</p>
</td>
<td valign="top" style="padding: 0in; width: 84px">
<p class="MsoNormal">Faint</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 157px">
<p class="MsoNormal">4thâ€“5th</p>
</td>
<td valign="top" style="padding: 0in; width: 141px">
<p class="MsoNormal">â€”</p>
</td>
<td valign="top" style="padding: 0in; width: 84px">
<p class="MsoNormal">Moderate</p>
</td>
</tr>
</table>
<p class="MsoNormal">If an aura falls into more than one category, detect psionics indicates the stronger of the two.<br />
Length Aura Lingers: How long the aura lingers after the source has vacated the area depends on the auraâ€™s original strength.</p>
<table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable">
<tr>
<td valign="top" style="padding: 0in; width: 135px">
<p class="MsoNormal"><strong>Original   Aura Power</strong></p>
</td>
<td valign="top" style="padding: 0in; width: 107px">
<p class="MsoNormal"><strong>Duration</strong></p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 135px">
<p class="MsoNormal">Dim</p>
</td>
<td valign="top" style="padding: 0in; width: 107px">
<p class="MsoNormal">1   minute</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 135px">
<p class="MsoNormal">Faint</p>
</td>
<td valign="top" style="padding: 0in; width: 107px">
<p class="MsoNormal">1d6   minutes</p>
</td>
</tr>
<tr>
<td valign="top" style="padding: 0in; width: 135px">
<p class="MsoNormal">Moderate</p>
</td>
<td valign="top" style="padding: 0in; width: 107px">
<p class="MsoNormal">1d6 x   10 minutes</p>
</td>
</tr>
</table>
<p class="MsoNormal">Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Distract</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma [Mind-Affecting]</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Audible; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One living creature; <strong>Duration:</strong> Concentration, up to 1 minute/level (D); <strong>Saving Throw:</strong> Will negates; <strong>Power Resistance:</strong> Yes<br />
The manifester causes the targetâ€™s mind to wander, distracting him or her. Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a â€“1 penalty.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Far Hand</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Constitution</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Visual; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> An unattended object weighing up to 5 pounds/2 levels; <strong>Duration:</strong> Concentration; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> No<br />
The manifester can lift and move an object at will from a distance. After manifestation, as a move action the manifester can move the object up to 15 feet in any direction. The power ends if the distance between the manifester and the object ever exceeds the powerâ€™s range.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Far Punch</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Constitution</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Visual, Mental; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Target:</strong> One individual; <strong>Duration:</strong> Instantaneous; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> Yes<br />
The manifester strikes the target with a telekinetic punch that deals 1d4 points of damage/2 levels. Inanimate objects canâ€™t be damaged by this power.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Feather Fall</strong></p>
<p class="MsoNormal"><em>Dexterity</em><br />
<strong>Level:</strong> 1; <strong>Display: </strong>Audible; <strong>Range: </strong>Close (25 ft. + 5 ft./2 levels); <strong>Targets: </strong>Any free-falling objects or creatures in a 10-ft. radius whose weight does not total more than 300 lb./level; <strong>Duration: </strong>Until landing or 1 round/level; <strong>Saving Throw: </strong>Will negates (object); <strong>Power Resistance: </strong>Yes (object)<br />
The targeted creatures or objects affected fall slowly. The rate of fall is instantly changed to a mere 60 feet per round (equivalent to the end of a fall from a few feet), with no damage incurred upon landing while the power is in effect. However, when the duration expires, a normal rate of fall occurs.<br />
This power has no special effect on ranged weapons unless they are falling quite a distance. If manifested on a falling item, the item does half normal damage based on weight (1d6 per 400 pounds) with no bonus for the height of the drop. The power works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Finger of Fire</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Intelligence [Fire]</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Visual; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Effect:</strong> Ray; <strong>Duration:</strong> Instantaneous; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> Yes<br />
A ray of flame projects from the manifester. The manifester must succeed at a ranged touch attack to deal damage to a target. The flame deals 1d4 points of fire damage/2 levels. This flame isnâ€™t powerful enough to cause combustion.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Fire Bolt</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Intelligence [Fire]</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Visual; <strong>Range:</strong> 60 ft.; <strong>Effect:</strong> Bolt; <strong>Duration:</strong> Instantaneous; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> Yes<br />
A bolt of fire shoots from the manifester. He or she must succeed at a ranged touch attack to deal damage to a target. The bolt deals 1d4 points of fire damage/3 levels and the target may catch on fire.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Lesser Bioweapon</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Strength</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Visual, Material; <strong>Range:</strong> Personal; <strong>Target:</strong> You; <strong>Duration:</strong> 4 rounds + 1 round/level<br />
The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 1d4 points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Lesser Body Adjustment</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Strength</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Audible, Material; <strong>Range:</strong> Personal; <strong>Target:</strong> You; <strong>Duration:</strong> Instantaneous<br />
The manifester recovers 1d8 hit points, or gains a +1 bonus on his or her next Fortitude save against poison or disease, or heals 1 point of temporary ability damage. The manifester chooses one benefit for a single manifestation. After using this power the manifester is fatigued for 1d4 rounds.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Lesser Concussion</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Constitution</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Audible; <strong>Range:</strong> Medium (100 ft. + 10 ft./level); <strong>Target:</strong> One individual; <strong>Duration:</strong> Instantaneous; <strong>Saving Throw:</strong> Fortitude half; <strong>Power Resistance:</strong> Yes<br />
The target is pummeled with telekinetic force for 1d4 points of damage/2 levels. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage.<br />
Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects canâ€™t be damaged by this power.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Lesser Mindlink</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Material; <strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); <strong>Targets:</strong> You and one other creature/2 levels who is initially no more than 30 ft. away; <strong>Duration:</strong> 10 minutes/level; <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> Yes<br />
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Missive</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Charisma [Language-Dependent]</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Visual; <strong>Range:</strong> Long (300 ft. + 25 ft./2 levels); <strong>Target:</strong> One living creature; <strong>Duration:</strong> Instantaneous; <strong>Saving Throw:</strong> Will negates; <strong>Power Resistance:</strong> No<br />
The manifester sends a telepathic message of up to ten words/level to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Object </strong><strong>Reading</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Wisdom</em><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Audible, Material; <strong>Range:</strong> Touch; <strong>Target:</strong> One object; <strong>Duration:</strong> Concentration, up to 10 minutes/level (D); <strong>Saving Throw:</strong> None; <strong>Power Resistance:</strong> Yes<br />
This power provides information about an objectâ€™s previous owner. The amount of information revealed depends on how long the manifester studies a particular object.<br />
1st Round: Last ownerâ€™s gender.<br />
2nd Round: Last ownerâ€™s age.<br />
3rd Round: Last ownerâ€™s appearance.<br />
4th Round: Last ownerâ€™s primary allegiance (if any).<br />
5th Round: How last owner gained and lost the object.<br />
6th+ Round: Previous-to-last ownerâ€™s gender, and so on.<br />
An object without any previous owners reveals no information. A manifester can continue to run down the list of previous owners and learn details about them as long as the powerâ€™s duration lasts. If the manifester reads the same object again, he or she doesnâ€™t pick up where he or she left off in the list of previous owners.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Spider Climb</strong></p>
<p class="MsoNormal"><em>Dexterity</em><br />
<strong>Level:</strong> 1; <strong>Display: </strong>Material; <strong>Range: </strong>Personal; <strong>Target: </strong>Self; <strong>Duration: </strong>10 minutes/level; <strong>Saving Throw: </strong>None<br />
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have bare hands and feet to climb in this manner. The subject climbs at half its speed. A creature with a Strength score of at least 20 +1 per manifester level can pull the subject off a wall.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>Valor</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p class="MsoNormal"><em>Strength</em><br />
<strong>Level:</strong> 0; <strong>Display:</strong> Audible; <strong>Range:</strong> Personal; <strong>Target:</strong> You<br />
The manifester can immediately apply a +1 morale bonus/2 levels on a saving throw.</p>
<p class="MsoNormal">
<strong>Vigor</strong><strong><span style="font-size: 18pt"></span></strong></p>
<p><em><span style="font-size: 12pt; font-family: "Times New Roman"">Strength</span></em><span style="font-size: 12pt; font-family: "Times New Roman""><br />
<strong>Level:</strong> 1; <strong>Display:</strong> Material, Olfactory; <strong>Range:</strong> Personal; <strong>Target:</strong> You; <strong>Duration:</strong> 1 minute/level (D)<br />
The manifester gains 3 temporary hit points.</span></p>
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