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Mike Mearls Games
Mike Mearls Games

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Psyker Levels 1 to 2

Game design rule of thumb - push to playtest as fast as possible. On that note, here are the first two levels of the psyker, with enough powers to make it playable.

At this stage, not crazy happy with the class but I think this is a good enough to start tearing apart.

Comments

I'm a little torn on making powers specific to each path. I like the flexibility, but perhaps I can create riders that make specific paths better suited to certain powers. That might be a good way to use keywords to link things together.

Mike Mearls

Nice! Liking this! Going to allow it in my newish campaign where we’re about to onboard 3 new players.

David Johnson

Really neat development of this class! Wonder if it may help to create one or more keywords to differentiate manifesting a Power without spending any Power Points cantrip-like vs. spending 1+ Power Points to Manifest the Power with the associated augmented effects. (“Empowered” / “Augmented”?) I admittedly needed a couple of reads to figure out that was likely the case… :P Is your intention to keep the list of Powers accessible / useful to low level Psykers quite limited or were you thinking that the initial low Level Power list will ultimately be a fair bit longer and you only wanted to create 4 as examples for the purpose of rapid playtesting? Thought it was an interesting development choice / shift that the Paths did not correspond to any specific Powers — I had been expecting they would based on your initial write up’s reference to a “telekinetic”. But I also appreciate that doing so can easily railroad PCs taking a particular Path into a very narrow set of Power + character choices (as we’ve seen with various “specialists” classes / subclasses). Am I correct in guessing that at higher levels, some of each Path’s abilities might interact with various Powers / Class Abilities further (besides Path of the Mind interacting with Psionic Focus)?

Eric Tam


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