Master Class: The Psychic's Handbook (ZZZ Unavailable)
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The Mind Is a Terrible Thing . . .
Psychic powers may seem like magic, but there's no reason to treat them as such in your d20 game. The Psychic's Handbook provides a completely independent system for adding psychic abilities to your campaign, abilities which are at once more subtle and wider-reaching than magic, powers with their own applications and limitations which separate them from the spells of clerics and wizards, and even the powers of psions. The core of the system is the psychic, a new class whose mental powers are based on skills and feats. The Psychic's Handbook, by award-winning game designer Steve Kenson, provides you with everything you need to integrate the class into your game, including:
- The psychic core class and a flavorful array of supporting prestige classes, like the fire starter, the ghost stalker, and the mind hunter.
- Over 40 psychic skills, such as body control, drain vitality, and pyrokinesis.
- Over 40 psychic feats, including mind switch, psychic weapon, and wild talent.
- Info on using the psychic in your d20 Modern game, including a psychic advanced class and skills such as cyberkinesis.
- Advice on integrating psychic powers into your campaign.
- Rules for psychic phenomena.
- 8 sample psychic factions.
- And a whole lot more!
The inner gateway has been opened. Step through it and discover a whole new world!
Requires the use of the Dungeons & Dragons Player's Handbook.
Written by Steve Kenson.
80 pages
Stock #GRR1306
* ISBN 1932442103 * $17.00
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Related Links: Green Ronin Publishing - Master Class - d20 System - Roleplaying Games
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