Posted by : David Guyll September 06, 2014
The high concept is that this is a space-folding psychic type, based in large part on the psychoportation discipline from from 3rd Edition Dungeons & Dragons (in fact, psions that specialized in this discipline were even called nomads).
LookChoose one for each from here or your race:
Distant Stare, Piercing Eyes, or Longing Eyes
Messy Hair, Close-Cropped Hair, or Wide-Brimmed Hat
Tightly-Bound Clothing, Constantly Shifting Articles, or Lots of Assorted Trinkets
Flawless Skin, Missing Finger, or Imperfect Form
(Since any race can be any class, you can opt to choose things from your race instead. Also, each race gets a move, or gets to choose one, and you can choose from your race when you level up.)
StatsYour maximum HP is 6+Constitution.
Your base damage is d6.
- What does it feel like to slip through the folds in space?
- What’s the strangest place you’ve been to?
- Where do you hope to never return?
- Who have you slighted during your travels?
- What’s your most prized possession?
(This is a new feature of races and classes: they'll have some questions you can answer to help flesh them out.)
Starting MovesChoose what event triggered your psionic powers:
You survived a teleporter or gate accident. Mostly. What did you lose? When you spend fold to defy danger against a nearby attacker, on a 12+ you also take something from them.
Lost in Astral Space
You were stranded in the depths of astral space, but were able to instinctively find your way back. When you use wrinkles in space, on a miss the next time you use it a miss counts as a 7-9.
You were utterly obliterated, but were able to reconstruct your body bit by bit. How were you destroyed? How long did it take you to return? When you teleport, regain 1d4 hit points.
You start with these moves:
Wrinkles in Space
When you examine the fabric of reality for cracks and folds, roll+INT. *On a 10+, hold 3 fold. *On a 7-9, hold 2 fold. *On a miss, hold 1 fold in addition to whatever else the GM tells you. Spend fold, 1 for 1, to do one of the following:
- Teleport to a nearby location.
- Act against a nearby creature or object, as if you were there.
- Use INT to defy danger against an attack.
As long as you can recall a detail, you always unerringly know the exact distance and direction to any location you have been to before, no matter how big or small it is. If an external force is messing with the fabric of space, the GM will tell you.
With a few moments of concentration, you can extend one or more of your senses to a nearby point that you can see. You can see, hear, smell, taste, or touch as if you were standing in that spot. You cannot affect or be affected by anything in that location, though.
When you discern realities, you can ask the GM what here has recently changed.
Use your powers with precision and timing.
Get someone where they need to go.
Don't remain in one place for too long.
GearYour Load is 9+STR. You start with a trinket that has some sort of sentimental value for you (0 weight), and dungeon rations (5 uses, 1 weight). Choose your defenses:
- Rugged leathers (1 armor, 1 weight)
- A sturdy shield (+1 armor, 2 weight)
- A short sword (close, 1 weight) and dagger (hand, 1 weight)
- A longsword (close, +1 damage, 2 weight)
- Adventuring gear (5 uses, 1 weight)
- A bag of books that you’ve accumulated over time (5 uses, 2 weight)
- 8 coins
BondsFill in the name of one of your companions in at least one:
I’ve traveled far and wide with ___________.
I don’t know what I’d do without ___________.
I like to keep my distance from ___________.
Advanced MovesWhen you gain a level from 2-5, choose from these moves.
Along for the Ride
When you teleport, you can take someone within arm's reach with you.
Eye in the Sky
When you discern realities while your sight is extended high above, you can ask the GM one additional question, and on a miss you can still ask one.
When you teleport, take +1 forward to use wrinkles in space.
Friendly Fire, Isn't
When you spend fold to defy danger against an attack, on a 12+ you can redirect it into another nearby target.
Going the Distance
When you teleport, you can teleport to any location you can see.
You can spend 1 fold to produce anything that you could from a bag of adventuring gear.
After you teleport, you can pull or push a creature within arm’s reach in, causing them to appear where you just were.
When you act as a trailblazer, you can roll+INT instead of +WIS, and a miss counts as a 7-9.
(Considering changing this so that you get an automatic 10+, similar to the ranger's Elf move.)