Broadcaster Quest (D&D SI Multicross) (AKA "Can someone turn down the volume?! I can't hear myself think!")

Actually, why is that?

Simple answer- because there is no place for them.

Longer answer: psionic souls maintain their individuality more than other souls naturally- but this advantage causes an inherant instability in the structure of said soul without a true vessel. Hence, the Network acts like a beacon for the souls to travel to, and hopefully survive their exposure to thw universe.

Their souls are... Heavy, in a way. Normally, a soul, after body death, travels to the appropriate Fugue Plane, to begin the process of becoming a petitioner, eventually.

Psionic souls are not drawn to the Fugue Plane, but rather, their soul begins to evaporate as it is no longer contained, releasing radient bursts of light into the astral plane like a star undergoing collapse. Eventually, more energy is released than the soul can generate, as every surge is brighter than the last, forcing the soul to collapse inward, becoming a negative-energy being.
This is a violent event, and while the newly-born negative-energy elemental is drawn to the negative energy plane, it tears the universe around it very slightly- making thin spots between the planes randomly as it begins its descent.
Eventually, like a black hole undergoing evaporation, the soul-turned-negative-energy-elemental will slowly release all the leftover power it could have had, and thus feed the beings of the negative energy plane in what would be a natural process, IF one that would have caused a total planar collapse.

In pretty much the same way all the planes would have collapsed together if Ao ever died and nothing took his place.

Gods in the past tried to collect psionic souls- but as psionic souls cannot become petitioners, the psionic souls have no VALUE to a god.

Thus, their souls would wander, decaying into madness and then becoming food for other things.

Conversely, psionic souls cannot become demons or devils through deals, and fae think any psionic is both weird and gross- all of these beings are inherently magical, and since psionics can only barely touch the Weave, these beings have some not-insignificant distaste of psionic beings.

This feature is a leftover from when ths FIRST method of psionic world-travel was built, and a little bit of the Far Realm and the philogoston was shown to have inherant psionic resonance.
The Living Gates were a connetion to the D&D equivilant of WH40k's Webway, and the destruction of that gave rise to the Shardminds- living crystal beings that do not eat or drink, but are alive and self-aware nonetheless. They are the souls of psionics that could not get to the Network in time, or became stuck in the philogoston when the Living Gates shattered- their souls jumping from peice to peice of the travel system to keep themselves intact before forgetting they were ever not crystaline to begin with.

Of course, it doesn't help that psionics other than the illithids have their own built-in phylactary- and even shattered, there is a chance the being will attempt to join the Network anyway, even if it's soul is splintered into a million fragments.

Traveling through the world in that constantly-eroding state takes a toll on the mind though, and if the soul makes it, they may not remeber being anything other than their name- if that.

I think thay answers your question- I did a lot of worldbuilding befors I started this quest.
 
Hey, does anyone have a good, detailed, description of the abilities of a broadcaster? It would really help me plan my schemes for this quest as I would be able to work on fact and not assumptions of their abilities.
 
Hey, does anyone have a good, detailed, description of the abilities of a broadcaster? It would really help me plan my schemes for this quest as I would be able to work on fact and not assumptions of their abilities.
Yes.
ALSO: SHITLOAD OF SPOILERS, AND THIS IS UNFINISHED. I AM CONDUCTING TESTING.
**5e style Class Info**

*The Broadcaster*

Stepping quietly through the doors of a library, the Elan takes a deep breath of happiness as he breaths in the musty smell of hundreds of books, before frowning as he noticed the rules and fees of the library, sending the watching guard to rush to the bathroom overcome with nausea and bowel irritation. They would never know a couple tomes had been… Duplicated.
Flames licked at the walls of the cavern as the Duegar carefully began his climb down the walls outside the secret wizard's repository of Menzoberranzan, books strapped to his side as a floating crystal glowed with an eldritch green-purple light, making it nigh-impossible for anyone to pay attention to the climbing dwarf.

The Gnome stopped twitching, and grinned- she finally had enough power stored up! With a mighty pulse, the ballista bolt, large as she was, lanced out with an ear-bleedingly large CRACK, and embedded itself in the left wing of the dragon that had been menacing her companions, pinning it to the wall of the cave while the great beast screamed in pain.

The Drow frowned, and swept her hand over a piece of paper. The sizzle of paper precluded a map, sketched out in shades of ash, as minds appeared as dark splotches, with a rudimentary range ring centered around her. "We have seven incoming orcs, two shamans. I'm going to see what I can do from here- make sure the doors are barred."


Broadcasters, also called Far-Speakers, are tempered by unimaginable mental forces from their Initiation, and are primarily interested in collecting, and sharing, knowledge. Through their Initiation, they are exposed to an ancient psionic entity called 'The Network', and exposed, briefly, to the sort of power that usually only gods and ascending beings might ever experience. They are turned inside-out, their minds unfurled for their own view, and IF they manage to keep their sanity intact, they will have achieved mastery of the mind that most Psions only dream of. Thus, they know themselves, and are forever looking outward- at the world that now the newly-forged Broadcaster can see with a view that few entities ever have.
Failed Broadcasters have their memories of the Initiation erased, and they have no debt… But few failed Broadcasters ever return to being what they were before in their entirety.

*Leverage and Perspective*
Broadcasters are psionic individuals that have been exposed to the Network through a ritual, and all of their power is their own absolute self-awareness of their own Self. Unlike the Warlock or Cleric, the bond between the Network and the Broadcaster is minimal, having been established once then never touched again. However, a Broadcaster has that psychic imprint fused to his/her mind by the experience, and cannot ever truly forget the feeling of being examined by a being that could see so much more than they could ever understand- and they YEARN to gain the perspective to do so.
They are often disturbed if they cannot feel the Network in some form against their mind, and may take up some vice to reduce the feeling of loss.
Broadcasters, once they have learned how to harness their newfound psionic might, usually recoup the cost of the ritual by working for the Psionic Enclave or Broadcaster group that headhunted them once their apprenticeship was complete. This debt is usually paid off in labor, and on top of the decade it takes to train their initial abilities, the debt will usually be paid off in between 20-30 years, depending on variables and if they decide to spend a little more in the course of their duties.
The abilities that Broadcasters have is functionally focused towards this job, with a great detection range (to detect incoming beings or creatures, evaluate their level of threat, and warn off potential threats), and an equally great strike range (to ward off or confuse enemies before they get close, or, at worst, cripple the enemy in question). They prefer to make their own items and weapons if possible, but are not able to wear medium or heavy armor (take a -1 to their AC with every level of armor they wear beyond Light).

*Communication and Comprehension*
Broadcasters are dedicated to discoveries, and making sure those discoveries are available. To a Broadcaster, no knowledge is bad knowledge, and there is nothing that man (or elf or dwarf or whatever) was not meant to know.
There are no stories of Broadcasters becoming particularly famous, as they really don't care for legends of themselves, but many have had a Broadcaster backing them for promises to expose their library, or open schools, or promises to establish a trade link to their home Enclave. Lucky bar patrons might hear the scream of some thief fall to their death in the city that a Broadcaster was in, not knowing that their strange drinking buddy had caused said slip. Orphans freezing to death might tell stories of the whispers that, if they followed the directions of said whispers, would lead to warm places to sleep or altruistic patrons.
A Broadcaster cannot ever forget the feeling of being exposed and vulnerable to the mind of the Network, and many take trips to try to use their abilities to FORCE a bit more advancement and enlightenment into the world, if necessary.
But, as being a Broadcaster is both a calling, and a job (at least, at first)
Most never leave their enclaves, but those that do will not make easy enemies.

*Creating a Broadcaster*
Curiosity, and the drive to make civilization and life GREATER, with more knowledge and more perspectives drives every Broadcaster that leaves the Enclave- but why specifically? What led you to leave the Enclave? Did a disaster happen that you want to mitigate or undo? Were you exiled because of some major difference in perspectives? Do you miss the Enclave, or do you like the fact that you are surrounded by closed minds?
Work with your DM to determine how big a part that your background and presence of Psionic Enclaves will play in the adventure. You may end up wanting to divert the plot to start up a library, or some other scholastic endeavor… And let the DM know that you *may* end up temporarily derailing the plot for rare knowledge.
To fit with the concept, the INT modifier must be greater than +1 to start this build, and you must be part of a race that lives longer than 300 years.
**Class Features**
As a broadcaster, you gain the following class features:

HIT POINTS
• Initial Hit Dice: 1d6 (minus 1 if rolled greater than 1) per Broadcaster level
• Hit Points at 1st level: 4 + CON modifier (if non-negative)
• Hit points at Higher Levels: 1d4 (minus one if greater than 1)+ non-negative con modifier per broadcaster level after 1st.

PROFICIENCIES
• Amor: None
• Weapons: Simple Weapons, (personally crafted psionic weapons)
• Tools: Communication Crystal, Jewler's tools.
• Saving Throws: Intelligence, Wisdom OR Charisma
Skills: Choose two skills from Insight, Psionics/Arcana, Deception, Investigation, and Persuasion

EQUIPMENT
• You start with the following equipment, in addition to the equipment granted by your background:
• 40 crossbow bolts and a dagger or b) 20 arrows and any 2 simple weapons/ light shields+1
• An ioun stone (Lesser Protection (Roll 1d20 per day, dc 8 to add +1 AC, uncommon), or +1 power points (charge) Lesser Reserve)
• An explorer's pack (depleted)
• A communication crystal (small quartz crystal, value 1 gp, can receive and call any linked Broadcasters, who can link to the crystal with a short {10 minute} ritual)
• One set of basic clothing (value 1 gp)
• Gemcutter/Jewler's tools, 15gp (Due to the fact that the background of any Broadcaster is always that of a Guild Artisan, Gemcutter)

SPELLCASTING
As a Broadcaster, your 'spells' are applications of studying how different events in the world around you can be mimicked. Eventually, the character will (at higher levels) be able to preform more than just the three initial 'cantrip' abilities by compiling a list of other effects they have seen and can mimic (check under LEARNED 'SPELLS' to see the specific requirements before a spell can be mimicked, as well as the casting cost).
To measure the level of power that a Broadcaster can pull on, they have two aspects of their power: a 'generating' power level that refreshes every 6 seconds, and a 'charge' level that can be added too if the Broadcaster isn't using their power for anything else.

*Generation*
• First Level Power Points: 1d4 + INT bonus
• Power Points: (1d2 + INT bonus) per level after first
Refresh rate: every round (~6 seconds)

*Charge*
• First Level Charge: 1d4 + INT bonus + racial Psionic bonus points (if any)
• Levels after First level: (Ld4+L) where L is the level of the character + INT bonus per level (+ first level charge)
Refresh rate: charges are unused power points Generated, with one die of the charge level being able to be chosen to be rerolled every short rest per point of proficiency… With an uninterrupted long rest allowing the reroll of all Ld4 dice (not the other aspect of the equation, just those dice) if the player chooses.
A Broadcaster that is charging can choose to Dodge but cannot attack, use a bonus action, and moves at half-speed.

*Spellcasting Ability*
Intelligence is the primary aspect of your power, but as the Broadcaster gets more powerful, the attack modifier and save DC will increase and add other aspects of your personality, eventually pushing the DC higher than any other class can contest.
More specifically, the attack modifier will increase as your Generator value increases, and the save DC will be dependent on your level.
'Spell' save DC:
• Lvl 1-5 => 8 + proficiency bonus + intelligence modifier+ LVL + (Effect Boost Value- will be described later)
• Lvl 6-10 => 8 + proficiency bonus + intelligence modifier+ LVL + (1/2* charisma modifier (IF POSITIVE)) + (Effect Boost Value- will be described later)
• Lvl 11-15 => 8 + proficiency bonus + intelligence modifier +LVL + charisma modifier (IF POSITIVE) + (1/2*wisdom modifier (IF POSITIVE)) + (Effect Boost Value- will be described later)
• Lvl 16-20 => 8 + proficiency bonus + intelligence modifier +LVL + (charisma modifier IF POSITIVE) + (wisdom modifier IF POSITIVE) + (Effect Boost Value- will be described later)
'Spell' Attack modifier changes as the level of point generation increases, to reflect the greater focus and mental dexterity a Broadcaster develops as they empower themselves. This is shown below:
• Gen. 3-10 => proficiency bonus + intelligence modifier + (Effect Boost Value if applicable- will be described later)
• Gen. 11-20 => proficiency bonus + intelligence modifier + (charisma modifier IF POSITIVE) + (Effect Boost Value if applicable- will be described later)
• Gen. 21+ => proficiency bonus + intelligence modifier + (charisma modifier IF POSITIVE) + (wisdom modifier IF POSITIVE) + (Effect Boost Value if applicable- will be described later)

*Effect Boost Value*
Some 'spells' can be boosted to increase their save DC's. These include all LEARNED 'SPELLS', and every extra PP you spend beyond the initial casting cost increases EITHER the spell save DC, the attack modifier, or the effect of the spell.
Boosting the Effect of a learned spell (any spell not listed as a class feature) doubles the TOTAL cost for either an increase in damage, or an increase in area of effect.
RANGE
The greatest advantage that a Broadcaster has is their massive RANGE. The range that a Broadcaster can manifest ANY 'spell' is anywhere within a radius of 250 feet at level 1. There are exceptions, but Viewing allows the range to increase significantly.
Most damaging abilities require line-of-sight, but as a Migraine can send targets into a coma or worse, an enemy Broadcaster can only be endured unless you can leave their range, or strike back at some point.
The RANGE of a Broadcaster is their default range (250 feet) on any attacks unless otherwise stated or Viewing is in active and exceeding 250ft.

**Class Features Per Level**

Lvl 1 (Prf. Bonus +2)
• *Migraine*: Psionic Manifestation. Cost: varies. Can cause varying effects, at varying costs. The number of concurrent Migraine effects is equal to the proficiency bonus of the Broadcaster, as are the number of targets. All targets must take the same effects (other than damage if decided by the DM) if the migraine is fire as a single action. If Viewing is active, the Migraine does not need an attack roll to hit.
o SubEffect: *Spike*
 Cost: 1pp/round/target, does 1d4 Psychic/Ability damage to either the target's INT, WIS, or CHA (chosen by either DM {usually highest stat}, or player {random}). Constructs or entities immune to mind-effecting damage are effected by being damaged equally to all three of those stats, and if the combined value is reduced to zero, the construct or entity freezes, and is unable to preform any actions or move.
 Increased damage is at the cost of another 1pp/round/target per increasing damage by 1d4 points.
o SubEffect: Hallucination
 Cost: 1pp/round/target. Target has difficulty perceiving the world, and gains disadvantage on all rolls for the duration of the Hallucination + 1 round.
 Extra rounds of duration can be added by increasing cost per target, with 1pp extra required per round. Other effects to the extent of the Minor Illusion cantrip (with standard spell save DC to minimize illusion effect).
o SubEffect: Prodrome
 Cost: 2pp/round/target. Target either a) has trouble understanding a language (will misinterpret orders from superiors and allies to usually humerous results), b) cannot perceive one side of their body (and subsequently all attacks from that side have advantage, their passive perception for events on that side is now 0 AND characters on that side stealthing are automatically Hidden, as well as whatever weapon or item they have in that hand's side is now useless), or c) they cannot see colors/movement (halving stealth checks and dropping passive perception to at most 5, must make a perception check of 18 to see anything that makes sense).
o SubEffect: Pain
 Cost: 1pp/round/target. Target must make a concentration check in order to act while the Pain effect is active. Success (spell save DC) means they can act with disadvantage on all rolls, while Failure (spell save DC) means they cannot attack or move beyond 5 feet/round. Each round the Pain effect is active past round 1, the target must re-attempt the spell save DC with a concentration check.
• *Print*: Allows for an object that a keyed Communication Crystal is placed on to have any diagrams or symbols copied at a rate of one page per 60 seconds. Cost: all power points (PP level is seen as zero, for the duration of copying), as well as paper or equivalent to be used as a recording medium.
o Use: Printing can be used to duplicate documents (assuming the correct paper used, and someone else does the coloring, as the 'Print' ability just scorches the shape onto the paper), as well as copy scrolls (the copied scroll is seen as having no charges, but it does cut the time cost of scribing the scroll to 1 hour per level, and the gold cost is divided by 5) and assist a wizard with adding 'spells' to their spellbook (cuts time cost to 1 hour per spell level and 25 gp per spell level).
Standard Five cantrips known:
• *ThoughtLine*: Broadcaster version is limited to 3*level rather than 1*level, with Thoughtlines run through Communication Stones at touch-range being free.
• *Viewing*: Broadcaster version has a range-cost of 1ppt/round/250 ft radius, and while mental-defense magic or abilities may obscure fine details, it does not prevent the Broadcaster from seeing that there is a mind in that spot.
• *Acceleration*
• *Psionic Hand*
• *Psionic Minor Illusion*

Lvl 2 (Prf. Bonus +2)
• *What?*: Psionic Manifestation. Cost: 3pp/round/targeted creature. Functions as Confusion (Roll20) with the following adjustments:
o Only effects 1 target, not AOE
o Upon succeeding a WIS saving throw, the cost of maintaining this confusion doubles.
o Can be boosted to up the saving throw DC by 1 pp per point.
• *Effect Mimicry*: The broadcaster can LEARN how to mimic spell effects (given the following constraints and limitations) from any arcane source. The rules of how to LEARN spell effects are in the appendix. (DM digression for whether or not this ability becomes available to the player in any level of capacity.)
• Destructive Reverse-Engineering: Crystal Effects*

Lvl 3 (Prf. Bonus +2)
• *Cloud Presence* is now known at a cost of 1ppt rather than the normal 2ppts/round.
Choose between the three possible paths (more details about the paths need to be worked out):
<DECONSTRUCTOR PATH>
• *Break*: Psionic Manifestation. Cost: Acceleration cost (+ boosts) x2
o Starting at level 3, you gain the ability to apply the Acceleration effect to a target's bones when using the Acceleration effect as an attack. The cost of this manifestation depends on the size of the target (as in the Acceleration description). The following effects take place:
 It must succeed on a strength saving throw equal to the spell DC or greater, or be tossed the appropriate number of feet. If successful, the entity is knocked prone, but can make a dexterity check of 15 to stand up instead of taking a move action on the start of it's next turn.
 If tossed, the entity takes 1d6 bludgeoning damage for every 10 feet it fell, and lands prone, but can make a dexterity check of 15 to stand up instead of taking a move action on the start of it's next turn.
 If not tossed, the entity takes 2d6 bludgeoning damage, and needs to make a constitution save (DC 12) or else a random limb is broken.
• Learn the Earth Spike cantrip.
<ARTILERY PATH>
• *Denial*: Psionic Manifestation. Cost: Acceleration cost x2 +1 for each item removed +(1 per boost per item)
o Starting at level 3, you gain the ability to apply the Acceleration effect to remove a piece of clothing or item from the target from range. The target must make a dexterity/strength save = table DC or take a level of damage and effect based on the type of item that was removed. If failure, the object is tossed 1d4*10 feet away from the target and if anyone wants it they will have to intercept it or retrieve it. Making the save means half damage (if applicable) and they keep the item.
o Boosts just increase the DC of each item by 1 per point per item.
o Target for the point cost is defined by the Acceleration Table. Other details are as follows:
 Weapon (held): no damage, DC 8+INT
 Weapon (holstered): no damage, DC 12+INT
 Shield (held): 1d2 bludgeoning, DC 6+INT
 Shield (holstered): no damage, DC 13+INT
 Nonweapon Item (must be visible to effect) (holstered): no damage, DC 12+INT
 Nonweapon Item (must be visible to effect) (held): no damage, DC 8+INT
 Helmet (buckled): 4d4 bludgeoning, DC 6+INT
 Helmet (unbuckled): no damage, DC 10+INT
 Torso object (shirt, breastplate, etc): 3d4 slashing, DC 5+INT, success means character is spun around, failure character is knocked back 10 feet and is now prone on top of having lost their shirt.
 Pants object (pants, armored trousers, dress, etc): 5d4 slashing, DC 10+INT, success means character is spun around, failure means character is now prone and without their pants. May force-activate barbarian rage.
 Undergarments (under other clothes): 1d4 slashing, DC 14+INT, causes fear effect, knocks prone if failure. May force-activate barbarian rage if the target is of that class.
 Undergarments (while mostly naked, or just wearing a towel): 1d2 slashing, DC 10+INT, failure causes fear effect. May force-activate barbarian rage if target is a barbarian.
 Hands (gloves, gauntlets, rings, etc): 1d2 bludgeoning, DC 5+INT, may be able to interrupt spellcasting or attacks if Readied regardless of failure or success on save.
 Feet (shoes, boots, sandals, etc): 2d4 bludegoning, DC 8+INT, failure knocks prone, success spins target around.
 Head & Neck (hats and nonarmored headware): no damage, DC 12+INT.
 Head & Neck (piercings): piercings are ripped out=> 2d4 piercing damage, DC 10+INT. Failure causes bleed damage (1d4 damage per round for the next three rounds).
 Head & Neck (necklaces): 2d4 bludegoning, DC 10+INT.
 Head & Neck (masks, scarves, and separate hoods): 1d4 bludgeoning, DC 10+INT, blinded by object over eyes unless an action is taken to fix it.
 Capes/Shawls/Poncho: 2d4 bludgeoning, DC 11+INT, failure knocks prone, success still looses object and knocks prone. "No Capes!"
• Learn CLAP cantrip.
<DIRECTOR PATH>
• *BEES!!!! Shot*: Psionic Manifestation. Cost: Acceleration cost + 1 (makes the shot carry the following effect) +1pp/round
o All characters linked via ThoughtLine characters can see the target hit by the BEES!!!! shot as if they were lit by Fairie Fire (purple-green nimbus with associated effects) until the target falls unconscious or leaves the range of this effect. In addition, the target begins to suffer hallucinations as if they were surrounded by a swarm of angry bees. This gives the effect of Luck on every person the target attacks, and may inflict one of the following effects (roll 1d4) (doubles cost for each added effect). INT save to stop following effects.
 The BEES are also WASPS, and are continuously stinging, DC 10+INT save to not be paralyzed from the pain.
 The BEES are beginning to try filling eyes and nose. Target is affected by FEAR and will start dashing in a random direction each round to try to get away. INT save DC10+INT to recognize the swarm isn't real.
 The BEES are friendly. The target is covered in warm, fuzzy bodies that just want to hug you and cuddle you all over. DC 10+INT save to not be paralyzed from fear of hurting thousands of new friends. New buzzing friends *may* cause irrational terror.
 The BEES are abstract, and blur. DC12+INT save to tell what is real and what is not when the world is blurring and covered in BEES. Target may attack things that do not exist.
• Learn BEE! cantrip.

Lvl 4 (Prf. Bonus +2) (2 ability points increase)
• *Acceleration Gradient*: Cost: Acceleration cost + 1d10 points per shot
o The projectile of Acceleration can be anywhere within the Range, so long as it is not being firmly grasped by any other character or entity. Arrows stuck in a table can't be Accelerated, but Arrows in a quiver can be. This effect stacks with other Acceleration effects. The maximum range of the shot is based on the point of the object being Accelerated.
o Cost can be doubled to use without shooting an arrow.
• *Ioun Orbitals*: At 4th level, you can now have a number of Ioun stones or similar orbiting artifacts around your head that is equal to the sum of your maximum Charge and Generation values. The orbiting effect must be part of the items in question.
• Choose 2 cantrips from the spell list.

Lvl 5 (Prf. Bonus +3)
• Choose 3 cantrips from the spell list.

Lvl 6 (Prf. Bonus +3)
• *StillStrike*: At level 6, Psionic Manifestations can be preformed when prone, restrained, grappled, or otherwise occupied, so long as the Broadcaster can think- although this adds an extra +1pp to the cost of any Psionic Manifestation if so occupied. "A master of the mind need not move to cast."
• Choose 2 cantrips from the spell list.

Lvl 7 (Prf. Bonus +3)
• Choose 2 cantrips from the spell list.
• Choose 1 lvl1 spell from the spell list.

Lvl 8 (Prf. Bonus +3) (2 ability points increase)
• Choose 2 cantrips from the spell list.
• Choose 1 lvl1 spell from the spell list.
Choose one:
<DECONSTRUCTOR PATH>
• *Gemshatter: Psionic Manifestation. Cost: 1pp per 100gp of gemstone. Only a single gem can be targeted at one time.
o Does 1d10 damage (per 100gp of gemstone) to everything within 30 feet, destroys gemstone. Magical gems (enchanted gemstones, gems in magical items) get a saving throw (normal spell DC). Cannot be boosted.
<ARTILLERY PATH>
• *Splitting Mindset*: Allows the Broadcaster to, twice per every short rest, pre-fire a manifestation. It can then be activated as a free action, at the cost of extra 5pp that are debited to the next turn. You cannot fire without those points available.
o The number of pre-firing manifestations increases by one from every level after 8th, and appear as glowing geometric shapes that hover around the user.
o All pre-fired manifestations disappear at the start of a short rest.
<DIRECTOR PATH>
• *Coordination*: Linked characters via ThoughtLine can roll to boost other player's skill checks (roll 1d20, divide by two if the class has that skill available, divide by 4 if not, and add the result to the ally's skill check), and Linked characters gain advantage on defensive rolls if within 50 feet of each other (due to overlapping perception).
o If paired with Viewing, Linked characters gain immunity to sneak attacks and advantage on both offensive and defensive rolls.

Lvl 9 (Prf. Bonus +4)
• Choose 1 cantrip from the spell list.
• Choose 2 lvl1 spell from the spell list.

Lvl 10 (Prf. Bonus +4)
• Choose 2 lvl1 spell from the spell list.
• Choose 1 lvl2 spell from the spell list.
• *Thought Shroud*: Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You gain resistance to psychic damage, ability score damage that effects INT, WIS, CHA, and in the event of a mind-affecting condition (charmed, frightened, stunned, etc.) you will be able to roll to fight off the condition (with advantage if you already have the option to roll to fight off said condition) once every three rounds.
• *Confusion Surge*: Cost: 15pp/target. Range: 500 feet or Viewing range
o Effectively identical to the Confusion spell (Roll20)

Lvl 11 (Prf. Bonus +4)
• Choose 1 lvl1 spell from the spell list.
• Choose 2 lvl2 spell from the spell list.
Lvl 12 (Prf. Bonus +4) (2 ability points increase)
• Choose 1 lvl1 spell from the spell list.
• Choose 1 lvl2 spell from the spell list.
• Choose 1 lvl3 spell from the spell list.
<DECONSTRUCTOR PATH>
• *Shard Swarm*: Psionic Manifestation. Cost: 10pp/round/lb, at least 1 lb of crystals (gemstones, common crystals, ICE, doesn't matter so long as it is crystaline) Damage: 5d6/round/lb of crystals
o Shards of crystals are propelled into a swirling 20 foot tall cylinder with a 40 foot radus centered on a movable point. The point can be moved up to 20 feet per round, and the density of the swarm can be increased by adding more lbs of crystals, with appropriate cost and scaling damage moving up accordingly.
<ARTILERY PATH>
• *Contagnative Memonics*: For the cost of doubling the PP required to cast a manifestation, the effect can now jump to the next available enemies. The effect spreads to everyone within 30 feet that is not seen by the manifester as an ally.
<DIRECTOR PATH>
• *MOAR BEES*: Psionic Manifestation. Cost: 10pp/round/illusion
o Same effects as Major Illusion of the 6th level, with DC+3 to tell if it's an illusion. Allies linked through ThoughtLink are able to see the illusion, but know it is fake.

Lvl 13 (Prf. Bonus +5)
• Choose 2 lvl2 'spell' from the spell list.
• Choose 1 lvl3 'spell' from the spell list.

Lvl 14 (Prf. Bonus +5)
Can use PSIONIC MIND BLAST from the spell list, at cost as defined on the spell list, if not already known- or another level 1 'spell'.

Lvl 15 (Prf. Bonus +5)
• Choose 1 lvl2 spell from the spell list.
• Choose 1 lvl3 spell from the spell list.

Lvl 16 (Prf. Bonus +5) (2 ability points increase)
• Choose 1 lvl2 spell from the spell list.
• Choose 1 lvl3 spell from the spell list.

Lvl 17 (Prf. Bonus +6)
• Choose 1 lvl3 spell from the spell list.
• Choose 1 lvl4 spell from the spell list.
• *Transposition*: Psionic Manifestation. Cost: 35pp/person/teleport.
o At level 17 you can cast the equivalent of Teleport with no chance of failure. Whatever is within a 10 by 10 by 10 cube or one target creature is exchange with whatever was in the destination cube or whatever was at the destination you were familiar with. Scales.

Lvl 18 (Prf. Bonus +6)
• Choose 1 lvl1 spell from the spell list.
• Choose 1 lvl2 spell from the spell list.
• Choose 1 lvl3 spell from the spell list.
• Choose 1 lvl4 spell from the spell list.
• Choose 1 lvl5 spell from the spell list.

Lvl 19 (Prf. Bonus +6) (2 ability points increase)
• Choose 1 lvl5 spell from the spell list.
• Choose 1 lvl6 spell from the spell list.
• Choose 1 lvl7 spell from the spell list.
• Pop: When reducing the INT, WIS, or CHA of a non-construct to 0, the Broadcaster gains the options to cause the target's head to explode, or just puree the target's brain (usually causing instant death). This does Nd8 untyped damage, where N is the number of INT, WIS, or CHA that was done in the last round, and will do so every round until the INT, WIS, or CHA returns to it's previous level.
o Constructs or magically-maintained entities (undead or similar), can either shatter or go completely inert as the 'spells' (or other power source) that maintain their decision-making cease to function.

Lvl 20 (Prf. Bonus +6)
• Choose 1 lvl5 spell from the spell list.
• Choose 1 lvl8 spell from the spell list.
• Choose 1 lvl9 spell from the spell list.
• Psionic Spark: Psionic Manifestation (benevolent). Range: Touch. Instantaneous. Cost: 80 power points.
o This effect awakens psionic potential in sapient life, and they gain the 'Psionic Potential' trait.
 They gain the equivalent of one point of generation per Int bonus if greater than zero, or one point if less than zero, as well as removing their magical abilities and giving them an equivalent ability that is powered by their own internal power generation. Every ability requires sufficient power to have been generated, unused, to use the ability (rather than having a time-dependent cooldown), and they can have the ability ready to use for up to one hour.
• Soul Renovation: Psionic Manifestation (malevolent). Range: Touch. 2 day MINIMUM per constitution point casting.
o Upon reaching the point where *Pop* would come into effect, there becomes another option for any sapient being: Overwriting the mind. The Broadcaster can now copy their mind, and replace it into the target's, destroying the original personality and replacing it with their own (via moving the Broadcaster's INT and WIS scores into the target, CHA as well if higher than the targets'). This takes 2 days per hit die, and the process cannot be disturbed or the new body will immediately die as it's brain turns to soup.
o The new body now functions as a spare, meaning if one dies the other does NOT. The player now controls two bodies simultaneously, each with levels in Broadcaster (20 for one, 1 for the new body, with both bodies sharing abilities, psionic techniques, PSI points).

It's formatted in Word, not sure how that's going to translate.
 
I see, quite literally the embodiment of "mind over matter". It focuses on massive psionic power and potential that has several different applications. Mimicry of magic, misdirection, mindfuckery worthy of Evangelion's third impact (the "End of Evangelion" one), straight up mind attacks, cloning your mind and subsequently taking over another body as if you were the freaking Mindflayer from Stranger Things, if I didn't misunderstand then it's also capable of giving entities the 'potential to become Psions' (and eventually maybe even fellow broadcasters if they go through the same ritual), and much more. Alright, thank you for this, I'll see how I may need to adjust my diabolical plans to suit the MC's abilities and potential/future abilities. (I'm not actually planning anything evil, I'm just seeing how I can use the MC's abilities to get the most beneficial outcomes out of the frankly BS situation that he found himself in, though I can totally see him putting his morals aside to mindr*pe the ever living crap out of the a**holes who summoned him there, it's what I would do if I was summoned against my will, dropped from the sky in a ball of fire whilst losing some limbs in the process, got picked up by some Jackasses who have no sense of urgency and would rather discuss how a burnt lump of meat will pay reparations for the damage he inadvertently caused, and then had that same debt keep growing every time I needed something, I would be rather "cross" with those responsible)
 
I see, quite literally the embodiment of "mind over matter". It focuses on massive psionic power and potential that has several different applications. Mimicry of magic, misdirection, mindfuckery worthy of Evangelion's third impact (the "End of Evangelion" one), straight up mind attacks, cloning your mind and subsequently taking over another body as if you were the freaking Mindflayer from Stranger Things, if I didn't misunderstand then it's also capable of giving entities the 'potential to become Psions' (and eventually maybe even fellow broadcasters if they go through the same ritual), and much more. Alright, thank you for this, I'll see how I may need to adjust my diabolical plans to suit the MC's abilities and potential/future abilities. (I'm not actually planning anything evil, I'm just seeing how I can use the MC's abilities to get the most beneficial outcomes out of the frankly BS situation that he found himself in, though I can totally see him putting his morals aside to mindr*pe the ever living crap out of the a**holes who summoned him there, it's what I would do if I was summoned against my will, dropped from the sky in a ball of fire whilst losing some limbs in the process, got picked up by some Jackasses who have no sense of urgency and would rather discuss how a burnt lump of meat will pay reparations for the damage he inadvertently caused, and then had that same debt keep growing every time I needed something, I would be rather "cross" with those responsible)

Yeah- i made the class balanced to a degree, but it can be very powerful if you avoid pulling a Skitter and trying to get your hands dirty. Frankly, its greatest advantage is in its range, and it out-ranges pretty much everything in the game save a Wish spell.
Oh, and its sheer support capibilities. Being able to give advantage constantly as well as cast directly to a distant position is stronk.

All psionic classes I have designed (so far- balancing them is tricky and I am having a bit of trouble preventing soulknives from turning into blender-lightsabers) can, at maximum level, gift psionic potential. Its a bit of a play on whole mental-aspect, sort of opening the mind of others through power and hidden potential sort of thing.

You can probably tell why their numbers are limited by treaty.
 
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I see, it makes sense that it's abilities are mostly range related, Broadcaster's may be the embodiment of mind over matter, however they still follow the "squishy wizard" (though I guess that some exceptions could exist) stereotype of sucking at everything close quarters combat-related. If you managed to get past all of a Broadcaster's attacks and defenses and get within arms reach, simply decking them in the schnoz has a very real chance of being effective (disregarding the usage of abilities like "mage armor" that they could mimic.)
 
Fairly sure mindblank should prevent most form of psychic assaults since they are mind effecting magic by definition.
 
I see, it makes sense that it's abilities are mostly range related, Broadcaster's may be the embodiment of mind over matter, however they still follow the "squishy wizard" (though I guess that some exceptions could exist) stereotype of sucking at everything close quarters combat-related. If you managed to get past all of a Broadcaster's attacks and defenses and get within arms reach, simply decking them in the schnoz has a very real chance of being effective (disregarding the usage of abilities like "mage armor" that they could mimic.)

On that subject, I have also been writing up psionic-effects (spells), and they differ from the baseline spells in many ways.
For one- due to the power-generation of psionics, most 'attack' spells are accessed at a lower level, but their power cost scales- and thry are flexible.
Psionics have Elemental Ray instead of Ray Of Frost or some equivilant. Elemental Line and Elemental Cone mimic draconic breath weapons. Feather Fall and a 1st level uncontrolled flight spell can make the caster and a target hurtle into the air as if they were falling upwards, then the caster applies the Feather Fall on themselves while their target begins to fall to earth.
Gravity control. BioSculpting. Higher-level spells get more compliceted effects...

And then there is the basic 5 cantrips every psionic class knows- all are scalable, and all have combat and non-combat uses.
Thoughtline: establishes a telepathic link, but that link can be forced through so the target can understand what is being said.
Viewing: seeing minds around you prevents a lot of things, and allows for insane acurracy with other psionic abilities.
Psionic 'Mage' Hand: can lift anything, if enough power is applied.
Lesser Psionic Illusion: can be overlaid and scaled to give very intricate effects for a cost.
Acceleration: can you say 'catapult'? Can work on the self or others as well as on items. Yeet that shit!

Fairly sure mindblank should prevent most form of psychic assaults since they are mind effecting magic by definition.

It does, but with this system it only does so as a camofloge (I CANNOT SPELL THAT AND THIS KEYBOARD BROKE MY SPELLCHECKER), and defense against Mindflayers.
It also provides ability-score-damage resistance against INT, WIS & CHA damage.
 
It does, but with this system it only does so as a camofloge (I CANNOT SPELL THAT AND THIS KEYBOARD BROKE MY SPELLCHECKER), and defense against Mindflayers.
It also provides ability-score-damage resistance against INT, WIS & CHA damage.
Why camouflage, i mean it is pretty explicitly straight up immunity. It seems like a strange choice, i would personally imagine it as an unbreakable mind shield effect.
 
Why camouflage, i mean it is pretty explicitly straight up immunity. It seems like a strange choice, i would personally imagine it as an unbreakable mind shield effect.
It provides immunity to psychic damage, not ability-score damage. Migraine(Spike) and Ego Whip are two effects that cause direct ability score damage- no type, just damage to the mind-soul connection.
Psychic damage can also be called Soul damage, using this interperitation.
Edit: part of this didn't post.
The camo comes from how mind-flayers work. See, mind flayers cannot 'see' the minds of things below a certain INT score. This spell was developed to defend against mind flayers , as their ability is like a constantly-running Detect Thoughts, and this, to other Psions, you look like you have an int of 3, thus making it hard to see if you are any smarter than, say, a cat.
 
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The soul damage bit could make sense. I was talking about most mind effecting spells.
Nope. It would 'blur' the impression of how their mond is shaped, but a Broadcaster can still tell there is someone there.

The best defense you could have against a Broadcaster is to carry a sacrificial item with it's own INT, WIS, or CHA score. Or be Psionic. Then the item takes the damage, or you can burn points to prevent an attack from effecting you mentally (burns a reaction, but mental strikes can be negated if equal points are spent).
First playtest with this, the villain was a warlock with a posessed mask that was granting them power, and whej the party fought him, the Broadcaster's first strike shattered the mask. The Broadcaster Got KO'd by an eldritch blast, but the cleric had a potion, and on the next turn the Broadcaster used the Migraine(Pain) to give advantage to the fighter, who both flanked and crit.
 
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Also this explains a lot, and with minimal tweaking to my setting, fits the divine heirachy.
 
BQ 9:Of beaches and metaconcert works
-
No Combat previous Chater

The enclave needs to start Dealing With Dragon (turtles), and therefore, three plans have been written up:
0 -(a) Keep up the illusions, but try to drive the turtles off if they try to land in the city.
2 -(b) Artifically extend the 'beach' area so the turtles can lay their eggs and leave, but keep up the illusion, and try to farm the turtles.
2 -(c) Plan (b), with attempt to impress on the Dragon-Turtles that they are being helped.

Result:

Current Environs status:
City (Athakatla): Evacuated
Enclave-By-Athakatla: Preparing to search the nearby city
Plot-lines engaged:
Part 1 Result: Cult of Demonic worshipers (worshipers killed, demons killed) make their move as the Colossal Dragon Turtles are sighted off the coast for spawning season, and a random-ass dragon shows up to (rolls for plot: 84) take over the port city.
*Fusion Result for part 1: Due to the number of issues present that the Enclave is dealing with right now, the MC will NOT be fully healed.*
Mallus gained: **I used to be right-handed…** Limbs: 1 (prosthetic)
Hidden MC Plot: You want to do WHAT to my liver?! (fell through accidental portal that appeared, and the cult wants the chosen vessel back)

Debt: 127,500 gold pieces (12,750 platinum pieces, or 12.75 Platinum Bars) (-1000 gp for valuable knowlege relating to sea turtles)

As usual, vote options will appear in the following post.
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Journal Entry 23:

I learned how Broadcasters die today.

Debt defines the life of ALL Broadcasters until we pay it off. It can take almost a century to pay off that debt, and most of the time, a Broadcaster will take an extra month or so to save up some money after their debt is paid, THEN go on vacation…

We are brittle.

When I designed the Broadcaster class, I gave them a d4 hit dice as a form of balance, and now I know what it actually means. The world feels… Unreal, almost, and when I met up with the other Broadcasters earlier today (a wake for the broadcaster that just died- his name was Jerry) I saw treated the world very… Gingerly.

Of the other Broadcasters in the room, they were either dwarves or elan like me… And one white-scaled more sleek-looking lizardfolk.

Blueback was very nice, and introduced me to her family, who were all albino lizardfolk who did not have spines on their backs, instead had a series of bioluminesent patches on their bodies, and were named for their patch-pattern.

Getting back on track, every Broadcaster looked… Almost meek, when moving things. A table that I would have moved on my own (if I had all my FUCKING LIMBS) was either lifted with psionic mage-hand (it was not Telekinesis, and the reaon behind that is very, very complicated) or several Broadcasters would work together to lift it carefully.

Then they lifted in the body, and… Yeah, his skull was caved in. Someone tried to knock him out, and it killed him.

Poor Jerry.

His soul-crystal had been stolen, so until he self-awakens, he won't be able to join the Network- and may attempt to kill everyone around them if he feels that he has been betrayed. Or under threat. Or just that angry really.

Jerry had taken a sky-ship to the island city/nation of Nimbral, and died there. On his vacation. Just because he decided to take his vacation in a place full of elves, half-elves, and magically-inclined humans.

It is rare that elves, or any magic user, likes being around Psionics. The debt-free Broadcasters that survived their vacation had tales of how most people would find that the slight magical sense that most intelligent life had here, found any psionic person easier to dislike- often to the point of coming to blows.

One of the Elan was thrown out of a bar, then chased out of a small town by a mob with literal pitchforks and torches. That may have been because, as Elan, we tend not to look… Completely human any more in ways that make most humanoids place us into the uncanny valley (symetrical to the point of being inhuman, and inhuman traits such as my Rinnigan eyes now), and the psionic aura doesn't help much with that.

Yes, I have Rinnigan eyes. Yes, they are purple and black, but they don't do anything that I can tell, except have very good vision. Plus, I share these eyes with one of the other Elan- one of the ones that is friends with the dwarves that have a grudge against me.

They still have a grudge.

I'm off topic again…. Eh, doesn't matter. No-one is going to be able to read this journal anyway.



I miss my family. And our dogs.

(The rest of this entry was smudged with tears into illegibility)

-

Hackie waited on the deck with twenty other psions, all linked to their project's newest Metaconcert.

As she waited for the signal, she mused on how… Strange, this idea was. Farming dragon-sea turtles was… An audacious plan, but the higher-ups knew that it wasn't exceptionally feasible. Farming their eggshells though…

That might be feasible. Maybe the elder ones that were near the end of their life cycle- but she wasn't sure. Dragon-turtles didn't get smarter as they got older, like true dragons, so it was a bit… Nebulous on how farming them would work.

Still- she had put in her opinion earlier, during the voting metaconcert, and her opinion had been weighed just like everyone else's.

Now, she stood, holding onto the railing of one of their spelljammers, *The Potbelly*, as the other psions filed in, and watched as several of her fellows made minute adjustments to the crystaline clockwork that had been sand-welded to the deck. It was a peice of art- and seriously complicated, but the function was fairly simple.

It was the second of two Gate-drives, and unlike the one built into this ship, this one was not designed to move the ship, but rather, move large ammounts of other material.

The Broadcaster that was handing navigation on this journey was standing behind the control panel, her eyes closed as she scoped out and good a good vision of where she was jumping the ship to… Then her eyes snapped open. "Ready to Gate."

Hackie didn't blink as the portal snapped open in front of the ship, unlike some of her compatriots. Yes, traveling by Gate-drive was disconcerting, but it wasn't supposed to be nausia-inducing.

At least, not for her. Maybe for the poor sap who was throwing up over the side.

They had traveled from the Enclave, all the way to an unclaimed segment of the Anauroch desert, in only a few seconds.

Another ship appeared, it's Gate-drive pushing the portal around it and dropping the ship into the sky above the sands within two miles- but she could feel it, through the Metaconcert. Everyone shared the Broadcaster's range when they were linked thusly.

There was a slight touching of minds as the Broadcasters on both ships established a mental handshake, and then the link was made- only a ThoughtLink though… Different Enclaves disliked engaging in Metaconcert unless they absolutly needed to.

Enclave-By-Athkatla didn't have a second working mass-lift machine, so they had used a favor that Enclave-By-Baldur owed them to get a very, very temporary loan of their Gravity-Engine.

Everyone remained silent, as the psions on both ships focused, and those who were reponsible for their own devices turned them on.

Then the psions cast, machines were activated, and everything happened at once.

The sand began falling upwards in the space between two ships- slowly at first, then very quickly, as a portal large enough to let a Tarasque fall out of it screamed into reality between the two ships, several hundred feet higher than either of the two flying vessels.

Air and moisture shreaked out as the difference in air pressure brought sea mist to this high desert- which was met by a hail of sand that was being directed by Fall-Walls into the Gate.

Hundreds of millions of tons of sand fell, freely, into the Gate, and, on the other end, she knew the other side of the Gate was being moved, carefully, in specific areas around the harbor in areas that wouldn't effect the shipping around the port.

The sand fell down in torrents in the now-empty bay, as it experienced dozens of gravities of pressure that the Enclave-By-Athkatla had used their own Gravity-Engine to PUSH the ocean out of the way for their terraforming.

The legion of psions, runners, and other psionics on the harbor-side were buisy as well.

Linked by Broadcasters, Runners were doing laps of the area in the ocean the Metaconcert had determined would be viable while Psions and Delvers cast through them, and both Breakers and Soulknives kept an eye out, their weapons humming/glowing omniously from every seaside point around the harbor.

There was a good chance that the Dragon-Turtles, non-native Dragon-Turtles that were from the elemental plane of water.

The Masters of each discipline were standing on the air, overseeing the project from the air over the city- still covered by the illusion of cliffs, but feeling the minds of the hundred-or-so dragon-turtles that had gathered to lay eggs beyond the maelstrom that their work was creating.

The largest, and eldest of the dragon-turtles, one nearly half-a-mile wide and three-quarters of a mile long in the shell, began to slowy push through the whirling water, it's head wider than a merchant ship parting the wall of water like, well, a giant head pushing out of the water.

The titanic turtle glared as it's eyes, each as tall as a grown man, passed through the wild water that formed the around the new sand. The jaw creaked open, and it's voice rumbled in the deep subsonics.

The Master-Broadcaster's mind stretched out over to touch that of the immense turtle- and Hackie twitched as she felt a mind no larger than that of an average human's.

*How could such a tiny mind drive such a large body?*

None of the others in the Metaconcert could answer that.

Reguardless, the Master-Broadcaster gently established a Thoughtlink with the massive beast, and sent the opening message.

<Great dragon-turtle, you are currently attempting to nest in occupied areas->

The turtle thrummed with annoyance. <WHAT IS THIS? WHO DARES SPEAK TO ME THIS WAY!>

Everyone in the Metaconcert felt the Master-Broadcasters' humanoid bodies begin to massage their temples. His irritation for this sort of crap was begining to bleed into the Metaconcert, and Hackie felt herself frown in sympathy.

He attempted to resend the message. <Great dragon-turtle->

<FURTHERMORE, WHAT IS THIS CLIFF DOING HERE, STRANGE TELEPATH? I DISTINCTLY REMEMBER THIS AREA BEING A RIVER ENTRANCE! DID YOU DO THIS?> The humungous turtle glared at him, steam begining to waft from it's nostrils.

<Please stop cutting me->

<SHOW YOURSELF COWARD! I WILL NOT BE ENTREATED BY SOME PATHETIC HIDING VOICE! AND, IF YOU CANNOT SPEAK THE DRACONIC TONGUE, DO NOT SPEAK TO YOUR BETTERS, CRAWLING THING!>

All within the metaconcert frowned at that last bit. Psionics had not, historically, been well received by most empires- or kingdoms. Many of those listening were quite irritated, as they had browsed the library and experienced the memories of early psions as they experienced the initial conditions for creating the first spell-effects.

The memory-fragments that had survived the repeated changes between each knowlege horizon anyway.

<If you could let me speak->

The island-sized turtle snorted, and exhaled, breathing a cone of steam that JUST was too short to hit one of the flying Runners. <I NAME THEE COWARD, AND FACELESS, NOT WORTHY OF SPEAKING WITH ONE SUCH AS IIIiiiii*->

The Master-Broadcaster had, at this point, had enough. His mind snapped out like a spear, scything through that of the titanic turtle even as it's body shuddered with the impact, oblitering it's mind in a single thrust.

The Dragon-Turtle's head WAS larger than ship- but that attack had caused something within it's head to break, with it's eyes and nose begining to leak liquified brain matter. Eventually, the husk was pushed back and started floating to the surface by the Fall-Wall that it had been trying to push through.

Master-Broadcaster Kirin, taking advantage of the shock percolating through the other turtles, selected the next-largest one. It was only an eighth of a mile long, but considering how the rest of the house-sized turtles began swarming around it, it was probably next in line.

He established a connection, and tried again.

<Great dragon-turtle, you are currently attempting to nest in occupied areas. Your predicessor was unwilling to let me speak- are you at least willing to talk before attempting to threaten, cajoll, or otherwise act aggressive?>

<The Great Grandmother is dead?> The other dragon-turtle's huge head snapped towards the drifting corpse. <I see… And agree. You are?>

<Master-Broadcaster of the Enclave-By-Athkatla, spokesperson for said enclave in this instance. Your historic egg-laying grounds are currently unavailible due to it being an inhabited city, and so we are preparing other egg-laying grounds for you. Will you accept them without further… Bloodshed?>

The gargantuan turtle poked it's head up above the water, and looked at the coastline. <It looks very different than what I remember… There used to be a vast expanse of land there. Is that why you pushed back the water, and made it into a cliff? To protect the land-nest/city/town/port?>

<We did. Your answer?>

<The beaches being formed beyond the edge of the water- are they for us?> Asked the turtle.

<That is our intention. We would also request that, if your elders are willing to come here to die, we would insure they have a quick, clean, and painless death.>

Hackie smirked while maintaining one of the many fall-walls controlling the massive sand geyser. Broadcasters can lie- but in this case, it was more… Omitting things.

<I have never heard of any of us dying of old ages…> The second-in-command's eyes narrowed. <But you are offering to kill us?>

<To release you from the pain of old age, when it makes life unbearable… Yes. Then, we will. And those around here will help guard your young, until they get to the ocean themselves. Is that not what you want- to have a safe start for your young ones?>

Hackie had heard the Master-Broadcaster speak before- and this was why people didn't feel comfortable around the Elan. They could sound reasonable, comforting, smooth- but it was impossible to see the true intentions under those alien eyes. Even telepathically, you could always hear that there was some level of 'other'-ness that not even Illithids could match. It was ingrained into the psyches of all life within Ao's fragment of the crystal spheres, and it had shaped, instrinsically, the world by it's mere presence.

The Dragon-Turtle did not immediately respond, rather, it began speaking with the multitude of other dragon-turtles under the waves. After many, many, minutes of discussion, the beaches were almost completely done, the psions near the edges of the beach were shaping the edges of the piles into titanic quartz barriers to hold onto the sand, and provide shelter from the tides and large waves with said wall poking out over the surf by over fifty feet of solid quartz.

The sea-wall had been designed by her new student, based on his memories of similar structures that had learned about over the years- and would, with all hope, prevent the beach from being completely eroded by the ocean in time.

The wall finished, and the casters running over the waves around the quartz structure began to pull the Fall-Walls back slowly, as not to destroy the new structures.

Eventually, while the turtles were still discussing the different options they could take, the Runners had retreated back into the illusion of the cliff.

Hackie, and the other casters around her, released their effects as the gravity-engine on the other ship was turned off, and the portal above winked out as their machine did the same.

Both Broadcasters piloting the seperate ships exchanged a few more messages, then the ship from Enclave-By-Baldur Gated out, and she blinked as their own *Potbelly* did the same. Going from the a desert, during the day, to the well-lit interior of the enclave was disorienting- if only because her spacial sense that came with the link to a Broadcaster had gone from 'nothing there' to 'something is interfereing with my range'.

As she filed out of the boat, she kept the link up- the turtles were begining to look like they had made a descision.

<We intend to take your offer.> The elder turtle rumbled back to the Master-Broadcaster. <Not needing to fight for nesting space will be an… Interesting experience.>

<We are glad to hear that!> Broadcast the Master. <Please enjoy the beaches, but be aware we will be dropping the illusion we have cast on the city- and do not attack it after laying your eggs.>

<We will not. Do you have any other requirements for this safe area?>

Hackie grinned, and kept an ear on the conversation, but put her mind to getting food. Doubtless she needed some after that mental workout.

-

Legendary Great Ancient Dragon-Turtle rolls to intimidate: d20+cha modifier. 20 (19+1).

Metaconcert save: 22, 21, 14, NAT 20, 18, 6, 5, 3, 8, 7, 12, 23, 29….. Average*2 due to metaconcert will-bolstering: 22. No effect.

Broadcaster (20) Kirin has active Veiwing (no attack roll needed), and casts Migrain(Spike) from 3 bodies on each body's turn.

Migraine(Spike) (1): Targets INT. 8d4 INT damage. Casting cost: 8 power points for damage + 10 to increase save DC (18 total). 18 INT damage + DC 23 save.
Migraine(Spike) (2): Targets WIS. 8d4 WIS damage. Casting cost: 8 power points for damage + 10 to increase save DC (18 total). 23 WIS damage + DC 23 save.
Migraine(Spike) (3): Targets CHA. 8d4 CHA damage. Casting cost: 8 power points for damage + 10 to increase save DC (18 total). 14 CHA damage + DC 23 save.

Target has 10 INT, 12 WIS, and 12 CHA. Saves: 4, 21, 2. Target takes 18 INT damage, 23 WIS damage, and 14 CHA damage.

Target is in a coma. Target has 6100 HP, with legendary resistance.

*POP* ability activates- target takes 32d8 damage per round until out of coma. Head-splosion option not selected.

Turn 1: 151/2 damage to body.
Turn 2: 138/2 damage to body.
Turn 3: 155/2 damage to body.
Turn 4: 145/2 damage to body.
Turn 5: 132/2 damage to body.
Turn 6: 146/2 damage to body.
Turn 7: 101/2 damage to body.

Turn 183: 32/2 damage to body. (NO WAY IN HELL AM I GOING TO WRITE OUT 183 TURNS OF NUMBERS COUNTING)

HP=0. Death saves auto-fail due to lack of mind or soul connection.

Legendary Great Ancient Dragon-Turtle dies.

Loot collected by enclave: 1x Legendary Great Ancient Dragon-Turtle corpse.

MC gains +800 GP for passing on knowlege of Sea-Walls and artifical beach construction.
Debt: 126,700 gold pieces (12,670 platinum pieces, or 12.67 Platinum Bars) (-1000 gp for valuable knowlege relating to sea turtles, -800 gp for valuable knowlege relating to constructing artificial beaches.)

Enclave gains one Island-Sized giant dragon-turtle corpse.
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NEXT POLL IS TWO VOTES:
What shall our MC study? (pick two)
a) Customer Service
b) The Cosmology
c) Casting
d) Write-In

What shall out MC's 3 Kobolds do with their new power? (pick two, vote like ##)
1) Break things
2) Make pretty lights
3) Think thoughts
4) Run
5) Feel flaws in the stone
 
C: Figure out new tricks and techniques
D: Write-In
I miss my family. And our dogs.
Try and learn animal training.
You might not be able to get your old dogs back, but you can probably help others in getting dogs of their own.


2) Make pretty lights
Experiment with powers in a way that won't cause anyone around them to get cross, and with enough practice they can make special effects to announce your presence and make dramatic moments even flashier.


3) Think thoughts
Thinking thoughts might make them smarter and more self reliant.
 
Ok, i got to say, the brain strike thing seem needs super unbalanced. It seems very loapsided and unblockable offense wise.i think it should at least have a will save to negate ability damage.
 
[X] customer service (might as well get started on paying off that crippling debt, I can feel it looming over me like a disapproving parent who refuses to tell you what your doing wrong, needlessly subjecting you to tense awkwardness)
[X] The Cosmology (to quote Markiplier: "Space is cool" though it's less space and more multiple dimensions but "Space is cool" simply sounds better than "multidimensional reality is cool")
2) Make pretty lights
Experiment with powers in a way that won't cause anyone around them to get cross, and with enough practice they can make special effects to announce your presence and make dramatic moments even flashier.


3) Think thoughts
Thinking thoughts might make them smarter and more self reliant.
I agree with these choices.
 
Ok, i got to say, the brain strike thing seem needs super unbalanced. It seems very loapsided and unblockable offense wise.i think it should at least have a will save to negate ability damage.

It is balanced by a few factors-
First, the Broadcaster is made of glass. d4 hit dice means even at level 20, in simulations I have run both alone and as part of a party, a Broadcaster tends to survive just longer than a wizard- but shorter than a sorceror. Level 20 means 40 HP from the d4's... Which is very, very weak.
Second, It does have a saving throw. The stat attacked is used to resist- and if successful, it does only 1 point of damage. Sure, the Broadcaster can push up the DC, but it comes at a cost to power, and the greatest strength of Broadcasters is that they can maintain a LOT of buffs from a distance (said buffs are power hogs too, as they pay twice the normal power point cost for any learned effect).
Third- Broadcasters cannot attack more than once a round. They can attack either on their action or bonus action, not both. AND, they have to use an action or bonus action to maintain buffs and Veiwing (so they can hit stuff at all). Without running Veiwing, and Thoughtlinks between multiple beings, AND potential buffs that are being supplied to those beings, Broadcasters end up tapped and unable to attack in-game more often than not.
Hell, in my last game I played as a Broadcaster, I only got to use the Migraine(Spike) twice, and ended up using Javelins & Sling Shot + Accelleration to attack the rest of the time! I just did NOT have enough spare power to put down the enemies.

Frankly, the Metaconcert shown here is the ideal place of power for a Broadcaster- where they have alies who can siphon the generation of the MULTIPLE Broadcasters, and can preform precision strikes after attempting communication.

Oh, and Fourth, because of the Third point, until the higher levels, Broadcasters can die easily to more than one foe at a time. A lvl 1 broadcaster is not a challenge for a pair of goblins! Sure, one goblin gets put into a coma, but the other one just needs to land one hit to take them out.

Psionics isn't 'cast and forget' its more like 'some of my power goes there, and there, and there, and - aw crap I only have so much'.

Psionic vs Magic Caster: Psionic wins in endurance, Magic Caster wins in bursts.
 
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POLL CURRENT LEVELS:
What shall our MC study? (pick two)
5-a) Customer Service
5-b) The Cosmology
1-c) Casting
1-d) Write-In (Animal Training)

What shall out MC's 3 Kobolds do with their new power? (pick two, vote like ##)
0-1) Break things
4-2) Make pretty lights
5-3) Think thoughts
1-4) Run
2-5) Feel flaws in the stone

EDIT: Poll closing on 6/17/2020 at 10PM PST!
 
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BQ 10: Of Customer Service, Cosmology, and Kobolds
-
Legendary Great Ancient Dragon-Turtle rolls to intimidate: d20+cha modifier. 20 (19+1).
Metaconcert save: 22, 21, 14, NAT 20, 18, 6, 5, 3, 8, 7, 12, 23, 29….. Average*2 due to metaconcert will-bolstering: 22
No effect
Broadcaster (20) Kirin has active Veiwing (no attack roll needed), and casts Migrain(Spike) from 3 bodies on each body's turn.
Migraine(Spike) (1): Targets INT. 8d4 INT damage. Casting cost: 8 power points for damage + 10 to increase save DC (18 total). 18 INT damage + DC 23 save.
Migraine(Spike) (2): Targets WIS. 8d4 WIS damage. Casting cost: 8 power points for damage + 10 to increase save DC (18 total). 23 WIS damage + DC 23 save.
Migraine(Spike) (3): Targets CHA. 8d4 CHA damage. Casting cost: 8 power points for damage + 10 to increase save DC (18 total). 14 CHA damage + DC 23 save.
Target has 10 INT, 12 WIS, and 12 CHA. Saves: 4, 21, 2. Target takes 18 INT damage, 23 WIS damage, and 14 CHA damage.
Target is in a coma. Target has 6100 HP, with legendary resistance.
*POP* ability activates- target takes 32d8 damage per round until out of coma. Head-splosion option not selected.
Turn 1: 151/2 damage to body.
Turn 2: 138/2 damage to body.
Turn 3: 155/2 damage to body.
Turn 4: 145/2 damage to body.
Turn 5: 132/2 damage to body.
Turn 6: 146/2 damage to body.
Turn 7: 101/2 damage to body.

Turn 183: 32/2 damage to body. (NO WAY IN HELL AM I GOING TO WRITE OUT 183 TURNS OF NUMBERS COUNTING)
HP=0. Death saves auto-fail due to lack of mind or soul connection.
Legendary Great Ancient Dragon-Turtle dies.
Loot collected by enclave: 1x Legendary Great Ancient Dragon-Turtle corpse.
POLL CURRENT LEVELS:
What shall our MC study? (pick two)
5-a) Customer Service
5-b) The Cosmology
1-c) Casting
1-d) Write-In (Animal Training)

What shall out MC's 3 Kobolds do with their new power? (pick two, vote like ##)
0-1) Break things (Kobold gains Breaker class)
4-2) Make pretty lights (Kobold gains Psion class)
5-3) Think thoughts (Kobold gains Delver class)
1-4) Run (Kobold gains Runner class)
2-5) Feel flaws in the stone (Kobold gains Soulknife class)
Result:
MC spends some of his spare time studying what Broadcasters do with the communication stones, and studying the local cosmology.
The MC's kobolds are evaluated and their new psionic classes are: 1 Soulknife, 1 Psion, and 1 Delver.
Current Environs status:
City (Athakatla): People are returning to the city, it's 'safe'.
Enclave-By-Athakatla: Is dealing with the massive Dragon-Turtle corpse that is now held in stasis.

Plot-lines engaged:
Part 1 Result: Cult of Demonic worshipers (worshipers killed, demons killed) make their move as the Colossal Dragon
*Fusion Result for part 1: Due to the number of issues present that the Enclave is dealing with right now, the MC will NOT be fully healed.*

Mallus gained: **I used to be right-handed…** Limbs: 1 (unique prosthetic- has semi-freeform flexibility)
Hidden MC Plot: You want to do WHAT to my liver?! (fell through accidental portal that appeared, and the cult wants the chosen vessel back)

Debt: 126,700 gold pieces (12,670 platinum pieces, or 12.67 Platinum Bars) (-1000 gp for valuable knowlege relating to sea turtles, -800 gp for valuable knowlege relating to constructing artificial beaches.)

As usual, vote options will appear in the following post. And, as usual, I love your comments, questions, and theories.
-

Speaker-Of-Thunderheads was… Very, very nervous. He was a kobold, and even with his patron (who had a LITERAL castle in the sky), he still was afraid of heights.

There was a reason why one of the magic items on his person was a Ring of Feather Fall.

So, even with the prospect of potentially getting his patron's greatest request fulfilled- and fulfilled on a significant scale- he was very, very nervous. He had stayed away from Spelljammers for a long, long time…. And he was not comfortable flying under the control of a machine.

The flying machine was under the control of someone, but the fact that that someone only had ONE arm (or two tentacles, which was unsettling in it's own right) and sat on a wheeled chair because they didn't have ANY LEGS was not that encouraging. Even less encouraging was the fact that he was being taught how to fly the ship by a half-orc that could snap and try to eat them any second.

(Speaker-Of-Thunderheads had a tragic backstory involving a family of orcs, half-orcs, human barbarians, a cheesegrater, a cooking pot, and the corpses of his siblings. It was NOT a pleasant story, and he knew it- and he also knew that he was a bit racist. Or speciesist. But he was more than a little scared of heights, and did not really care about not being racist.)


"Okay, now Lex, make sure to keep the keel steady."

His claws were digging into the wood on the railing as his red-scaled-knuckled visibly whitened. It wasn't even a LARGE spelljammer- it was the equivilant of a lifeboat, with enough room for four people, where one was driving it and the other three had their own benches.

It didn't even have a proper HULL! Just a mass of crystal gears, glowing bits, and eye-twisting bends that hurt to look at if he tried, with a rowboat nailed to the top of it… But it flew.

The Half-Orc looked down over the side, her eyes slightly glowing, and nodded to the person- Lex was it?- who was driving this boat. "There it is. Stop here." Then she turned to Speaker-Of-Thunderheads, frowning slighly. "You don't need to be so nervous- none of our practice skiffs have ever malfunctioned."

*Ah.* Speaker-Of-Thunderheads thought. *It's trying to be comforting.* "I am fine…" He ground out between clenched teeth. "I assume the corpse is down here? How am I supposed to move it?"

The Half-Orc blinked. "That will be dealt with- once your provide contact with the final collector."

"Right…" Speaker-Of-Thunderheads grumbled. He forced one hand to let go of the railing, pulled out his patron's bottle, and rubbed it while doing the unthinkable- directly getting his patron's attention. "Afu the Joyful, I have your order ready, but I, small and mortal, am unable to move it to your for delivery. Your mighty attention is nessesary to deliver the Dragon-Turtle shell as you wished."

The bottle wasn't particularly intricate, but it had a certain feel that most magic-users could feel and instinctively shyed away from.


It shook a little, and his patron responed like she did every time he contacted her- she send through an arm.

A stream of blue smoke shot out of the lamp, whisps spiralling off into small arms that, once it reached a good twenty-feet in length, shaped itself into a whispy elbow, forearm, and blue-skinned hand.

His patron's voice echoed out through the sky around them. "ͫSͯERV̰̀A̍N͋T-͉͋ ̖̆WH̠Ḙ̈́R̔E ͂İ̞S ̫̑T̗H̑Ẻ͕ ̼PR̻Õ͖ḌȔC͖͐T̮ YO̺U͖̇ ͔̐PRͩO̱M̊I͛SͦE̩ͫD̤?"͑

hIs sOul aCHEd. "Mistress, please, your presence-"

The Half-Orc reached out, and touched the hand. It stopped moving, and he felt… Confusion, at least at first, through his link. Then satisfaction, and joy. "͙̋I S̑EE̜.̲ ̖R̼ͪǍ̯I̯S͂Ẹ ̂TH̉E ̾ͅC̐O̎RPSE̻͋,̹ ̻I ̟W͐I̹͑L̳Lͫ ̎T̖̔AKͪE̜ ̖͋W̠̊H̱̾A̲T̾ ̩I WI̬S̗H͆,̪ A̝̍N̽D̰ ̰̒T͕ͬH̝̎E̬N̯̋, ̓M͙Y͔ ͩS̠͐E̘͆RͮVA̘̎N͊ͅT͔ W̦I͛L̝ͪL L̫ͬĔA̲V͙̆E̒,̥ ͆ͅA̞S̈́ ͯH̿Ȋ̬S͈ PUͮR̻͗PͅO̗SͦE͐ ́I̙ͫS̃ ̜F̅U̘L͙FͅI̮͆L͊ḶE͕ͫD͉.͉̓"̘̍

The half-orc nodded, and turned to look at the water. From below, the water began to fountain, as a the water began to move like it was falling upwards- or something else was pushing from below.

After a minute, a shadow beneath the surface became visible. Two minutes later, it was a collosal shadow, larger than even the cave that the dragon, Ulhamjalanbaladarrh, had called his lair.

As the mind-bogglingly large shell of the dragon-turtle surfaced, surrounded by upwards-drifting water, Speaker-Of-Thunderbolts reflected that he may have done some things in the recent past that *may* have not been wise- such as attacking a villiage with people in it that could kill a living creature the size of a SMALL ISLAND.

He mentally gt himself back under control, and nodded. "That is more than large enough."

"İ͚N̙̏DEED̦ͬ. ̘N̲O̯Ẁ̪,̾ BR̗̋I͆N̅G̲ ͣM͔Ḙͥ ǏT'͔Ś̘ ͈H͑Ë̼AͧR̯T͋-͒Ș̃C̦͊ALͩE͑.͚ͩ" Rumbled the somehow-feminine voice of his patron.

The great corpse flipped over, exposing the neck of the dragon-turtle, and then the boundry between the shell and it's long neck. In the exact middle, a single elongated scale, wider than it was long by some magnitude, shimmered in the noon light and it's edge seemed to have ripples that defied mortal eyes.

"That's…." Speaker-Of-Thunderstorms breathed. Every kobold knew what that was- the Heart-Scale. A single scale that made a dragon a dragon- more so than the wings or breath-weapon, for it connected to the heart of the dragon-gods themselves.

Then his eyes narrowed suspiciously. What could his patron want with a Heart-Scale?

"I̲̿ ̦ͫG̲̈A͆VE͇ ͔Y̰͒O̍U̩͋ A̬N̠ ̓O͉R̄DE̙͐R̥ͫ,͎ ̾WA͉̽ŘLO͂CK͕ͬ.͈ ͕B̥E̜̿ ̥ͭB͉̓LḘS̮͂SĔ̬D̔ ̻Ẅ́IT͈̾H̩̒ ͙́FLͦIGḢT͕ Ú̪NT̳̅I̘L̖͆ T͚ͬH̳̀E͇͒ ͍͂OBJ̭͒ECͬT ̚ͅIȘ͗ P͖̾R̤̚E̗ͪSͩEŃ̼T̳̑Ȅ̪D.̯" Demanded the djinn.

He felt the familliar spell ignite under his skin, and he lifted off to get the patron the object that he had spent over a decade attempting to retreive.

-

Several hours later, the kobold warlock sat outside a pub.

The people had begun to return to the city, trickling through the Psionic Gates that the Enclave was providing- free of charge.

Speaker-Of-Thunderstorms was…. Angry. And dissapointed. Again.

Genies were mercurial at the best of times- and djinn the most mercurial, if the best-tempered and least likely to immediately enslave you after being freed. It was why he had forged a pact with a Djinn, rather than, say, an Efreet, Dao, or Marid.

But really? She wanted the Heart-Scale… THE HEART-SCALE! As the base material for… A comb.

Just… Why?

Eventually, she decided that no, the Heart-Scale would not be the right part of the exceptionally large dragon-turtle to use for a comb, instead taking one of it's teeth-like barbs on the building-sized tongue.

The resulting comb, which formed WHILE HE WATCHED from the extracted peice of flesh and bone, was taller than the half-orc and their flying skiff. The comb eventually turned to smoke with the rest of the blue hand of his patron, and vanishing through the bottle into the gateway within that led to the elemental plane of air.

Over a decade, for a COMB.

Speaker-Of-Thunderstorms needed a drink.

Badly.

The Tavern's owner and family came around the corner and stared at the grumbling kobold. When he didn't make any movements in aggression or greeting, the owner shrugged, unlocked the door, and walked in.

Speaker-Of-Thunderstorms only had to wait a few minutes before the sign in the door was flipped from 'closed' to 'open'. He wasn't the first to walk in, but he was one of the first of the evening- and was willing to pay as much as he needed to in order to imbibe sufficent alcohol to forget how ditzy his patron was.

-

Journal Entry 24:

It's been a few days since my last entry, but I have been rather busy with training.

Turns out, learning how to twist reality with your mind alone (without the Weave) and harness the cosmic power that I now have partial access to (through a restricting device nonetheless), is very time-intensive. BUT I have managed to successfully, drive a 'psionic mage hand', although it feels like wringing my brain through a sieve, and it can only lift ten pounds (by weight anyway), I now have the equivilant of two hands if I don't try to do anything else!

Or two tentacle-arms and one floaty orb of green-purple eye-twisting light that can manipulate things.

Whoo!

Anyway, with the current emergencies having been dealt with, normal training resumes, and I will have a bit of free time for the next few weeks. I, and all newly-empowered Broadcasters were offered the chance to ask questions of the different departments that deal with business in the Enclave, so I'm going to spend some time taking them up on this offer.

I also have run of the library and some other areas, so I'm going

Sorry about the abrupt stop there, my kobolds Rux, Riva, and Ula have been feeling out their new state, and as they are psionic as well, I'm going to see if they can get any training. Sure, it will add to my debt a bit, but I had an idea- there is very little escapism here. As in, very little fiction. And my memories of different books that I read, movies I watched- all of those might have value.

I might be able to sell my memories and imagine videos for the various fanfics to the Enclave for a profit- or share of the profit. I use the PRINT effect to write these entries now (it's why my handwriting looks so much better, future me, in case I forget), and I could transcribe the stories I remember (I have a few memorized- mostly).

Something to consider later- and my memory since becoming an Elan is AMAZING. It's like I cannot forget anything if I just want to remember it!

Now though- I'm gonna get my kobolds tested! See what talents they have a talent of developing.

-

Adjudicator-Seeker Thydus Onyxear looked up from his paperwork as heard a strange sound approaching his office.

It reminded him of squeaking wheels, and clawed talons on stone- which was puzzling.

As one of the Adjudicator-Seekers, he had been personally responsible for bringing in a great number of recruits, and overall, their work area had almost every single psionic in the enclave pass through at least once.

But why would someone be bringing a cart in here?

He put down his paperwork, walked over to the door, and pulled it out to reveal- a hooded figure, sitting in a chair with two large and two small wheels on it, while one long blue and one long orange tentacle propelled the chair down the hallway. This strange sight was surrounded by three kobolds- all of which had the slight mutations of a psionic-reptilian race.

Instead of spines or horns, all three kobolds had slightly-discolored patches of scales in a pattern that, if Thydus remembered right, would be unique for each of them.

*Must be some of those kobolds the broadcasters took in…* Thydus was closing the door before his brain supplied something familliar. *Wait- broadcaster, no legs, and… Those are prosthetic arms!* He opened the door again, this time walking out to greet the man he had only met once (well, twice- once before the ritual to stabilize the man, and afterwards to make sure his fee was collected). "Lex, was it?"

"Yes, Adjudicator-Seeker." His voice, like all Elan, managed to sound ever-so-slightly wrong to Thydus's dwarven ears, but that didn't mean anything. Elan were like humans- just more patient (in his experience anyway). "It is good to see you again."

The Elan's tentacles vanished, weaving together on the right side of his body to form a single, humanoid hand- which Thydus shook.

"Indeed my wheeled friend!" Thydus was of the opinion that it was good to foster friendships as often as he could, as he did get a 'finders fee' if he helped establish some psionically-inclined being for training. "How can I help?" He led them into his office, and closed the door.

For a dwarf, his office was very roomy- but he had received half-giants in here before, and while they had to crouch through the hallways a lot, they could at least sit with a straight back in his office!

Crystal lights illuminated the walls, and a set of crystaline projectors illuminated the ceiling, showing the sky as it was over the mountain they sat underneath. Normally, the ceiling was just illuminated slightly (dueguar didn't have an issue with low illumination, but it made the paperwork easier), but when he brought in guests, it automatically lit up to make the room feel larger.

That alone had been a pricy peice of kit, but worth it.

Thydus pulled up a few chairs for the kobolds, and Lex wheeled himself before the desk- gesturing for the kobolds to take a seat.

"My wards have discovered that they seem to have several, seperate talents with the power gifted to them by the Master-Broadcaster. I was wondering…" The Broadcaster-in-Training didn't seem sure how to phrase his question. "Can I get them trained? Formally?"

Thydus nodded solemly as the kobolds looked confused (and somewhat intimidated). "I see… Well then, little ones-" The kobolds looked very, very uncertain… Like small children. "Show me what you can do?"

He felt that they had accessed their psionic sparks already- exposure to a broadcaster training might have done that-, but he was surprised when all of the kobolds turned to the Broadcaster in question.

Lex nodded. "Sure. I'll introduce y'all too. Rux is male- yes, I had to ask. Go on!"

The (male) kobold sheepishly reached out to his desk, and placed his hand on it, smoothly moving accross the surface until it reached a specific spot, and then a purple-green light began to shine from between his fingers. Rux slowly pulled his hand away to reveal a… Miniscule point of light- but the burn it had left in the SOLID GRANITE desk told the Adjudicator-Seeker what he needed to know.

"I see..." Grunted the dwarf.

"Riva?" One of the other kobolds, the slightly taller of the more slender ones than the first, closed her eyes, and began to hum- causing the light to begin emitting from her scales to be brighter than before.

"Hmmm…"

"She's a sweety." Lex said as an aside, and Riva swished her tail a little as a ripple of light swished up and down her body. "Now Ula?"

The last (probably female) kobold took a deep breath, and then strained, grunting slightly as she grasped at the air- causing light to begin flickering out from between her fingers like short-lived forge-sparks. She wasn't able to hold it long, and, after a few seconds the effect faded, while she panted with the exertion.

Thydus nodded in his most sagely manner.

One of the two slight kobolds (Ula) got out of their chair, walked over to the Broadcaster, and muttered something very quietly to him. He hummed, and nodded, before turning his attention back to the seated dwarf. "So…?" He prompted.

The dwarf Psion nodded. "Well, Rux is a Soulknife- or had the potential to be one at least. Ula is a potential Psion, like I had when I was a wee karn, and Riva…" He peered at the kobold, who was wiggling on the chair like she had something wrong with her. "I need to make a call."

Thydus cast a feeler from his mind towards the only communication stone he had ever made- one that was sitting in the local stack, and 'poked' the one he was thinking of with a brief message.

Soon, there was a knock on the door, and one of his coworkers strode in.


"GOOD EVENING MY FRIENDS!" His voice reverberated through the room at just-barely-below-a-shout levels. "AND HOW ARE YOU DOING TODAY?!"

"Very well Adjudicator-Seeker Harmonious-Epitaph." Thydus grinned- Harmonious-Epitaph was always cheerful. "I wanted a second opinion on a potential delver- it's been a while since I found one with talent." He turned to Riva, who looked frozen on her seat, bioluminescant scales flickering slightly in surprise and possible fear. "Go on Riva- show him what you showed me."

Harmonious-Epitaph sat down on the floor immedatly, making him as tall as a normal human- which was impressive for the half-giant.

Riva didn't move until Lex put a tentacle on her shoulder. "It's alright." He murmured to the kobold. "He just wants to see your lightshow. It's okay- it's very pretty."

Riva nodded, and closed her eyes again, this time humming a slightly different tune under her breath as her scale-pattern brighted more and more until it was illuminating the room more than the lamps were- only to stop as she had to take a deep breath and nearly fell off her chair, eyes jittering as though she had just been spun around repeatedly.

"GLORIOUS DAY!" Boomed the half-giant, although it was quieter than usual. "IT IS SO RARE TO FIND ONE WITH DELVER POTENTIAL FROM THE RECENTLY AWAKENED! IT WAS GOOD OF YOU TO CALL ME- NEW DELVERS CAN OFTEN FIND THEIR POWERS DO NOT QUITE MESH WITH OTHER PSIONICS, AND IT DRIVES MANY TO FRUSTRATION!"

He extended a hand bigger than the Riva's head, and held it, palm out, and let light dance over it.

"I HEREBY INVITE YOU, RIVA THE KOBOLD, WARD OF LEX THE BROADCASTER, TO BE TAUGHT THE WAYS OF THE DELVER! TO DEVELOP UNDERSTANDING OF THE SELF THROUGH REFLECTION ON CONTRADICTING CONCEPTS, DELVING INTO HOW SYMMETRY IS INTRINSIC TO ALL THINGS, FROM FEELINGS TO METAPHYSICS!"

Thydus pulled a booklet from one of the shelves along the hewn stone wall. "I will leave you with this booklet, and let you talk it over with your wards to determine whether or not it's a good idea to work on these new talents."

-

Journal Entry 24-a:

Wow that was a trip.

So, I think I will mention it here- those three kobolds I am now responsible for? They have psionic potential.

Rux, the male kobold, has the potential to become a Soulknife, a rogue/fighter/ranger-like specialist in close-combat, who could use energy-blades of various flavors. Riva has the potential to become a Delver- sort of like a cleric, focusing on the causal duality of counterpointed concepts and their metaphysical/physical applications. And Ula has the potential to become a Psion.

Of course, this training would take a year, and cost around 1 platinum bar per kobold, and would increase my debt- but it would pay off for my new wards, and they might be able to learn some independant methods of thought too.

I'd have to think on it.

Rux took this rather well, and is practicing to exhaustion on summoning the tiny pinprick that allowed the adjudicator-seeker to ID him as a Soulknife. Riva and Ula have been talking to each other in what I think is draconic (but I can't understand it), so I think they would appreciate the lessons.

I have to get to the carving class- tenticles like mine make quartz-carving a lot easier than one would think.

-

Journal Entry 25:

Today was F*CKING WEIRD.

I decided to look into the customer service department- yes, they have one in this enclave- and all of them looked like very attractive female humanoids (and a few svelte nonhumans).

Yeah- turns out, to work in customer service for the enclave, you usually undergo an Alter Flesh ritual. It changes around how you appear, can add things like fangs, claws, gills, fur, what have you, and can reshuffle musculature, organs… Genitals.

Frankly, it's a genius idea- most of the people here are humans, and all of them are… Well, let's say in terms of sexual partners, they wouldn't be starved for choice, given their current equipment loadout.

For any of them.

On a seperate subject, it looks like I, as an Elan, will be able to reshape my own flesh once a year. Elan in human cities use this to make them look like their aging, or change appearance after faking their own death- but it's also used to 'adjust' their own bodies for various… Reasons.

Yeah, even in my own journal I can't write this without being circumspect.

-

Journal Entry 26:

First: WHAT!

Second: THE FUCK?!

I decided to look into the current state of the cosmology here, and I think I now have a migraine.

I think I'd rather be in the Mass Effect universe. There, at least, the cosmic horror is expected. Hells, DEAD SPACE might be better- there at least, I know how to retrofit WMD's from the spaceships there!

Okay, I'm calm. I'm calm….

To start this fustercluck: there are TWO overgods. That are known.

I talked with some Phlogitrologers (think astronomers but for the phlogiston) earlier today, and as far are they are aware, the names of said beings are Thuul, and Ao.

Ao is responsible for all of the panthions within the assembly of Crystal Spheres that have been charted by our spelljammers, and is the source of all godly domains INCLUDING MAGIC in a very, very fundimental way. See, the Enclaves actually KNOW where Ao's body is in the phlogiston, and they were able, in this most recent cycle, to see the creation of a Crystal Sphere.

See, Ao is like… A river of Stellar Material, several million crystal-sphere-diameters long. From my description of distance and some math, they were able to tell me that a Crystal Sphere is roughly one light-year in diameter (they tested it once).

On a seperate note, spelljammers can exceed the speed of light through various means that I should look into later. (THEY HAVE REALSPACE AND UNREALSPACE FTL SQUEE!)

When Ao (or Thuul) do *something* (no, they don't know what it is), the phlogiston around them would abruptly condense into a ball twice the size of a city before expanding out and filling with gas, which, over the fullness of time, become a planetary system. Some of these develop life (yes, there are a few dino-planets out there), but ones that do not develop life don't 'crack' (or are enterable via magic or spelljammer since the begining of the second cycle), and eventually implode into a crystaline orb a few feet across that flashes like a supernova.

There are several theories as to why the overgod creates this- and the one that makes the most sense is as a form of reproduction. See, every sphere with life in it develops gods of some form- but those that don't develop life, cannot develop gods. From accounts extracted from Illithids (after torture and mind-extraction), they know that Ao, the current overgod of the mapped crystal spheres, 'hatched' out of one of the crystal spheres laid by Thuul, their crystal sphere's overgod.

Moreover, they are a lifeform that comes from near the 'end' of a crystal sphere's cycle, and the illithids as a species are convinced that they will eventually farm every form of intelligent life like they already do in their own sphereSpace. Incidentally, this is where the Gith races are from- they were created by the illithids by splicing their favorite food source traits into half-elves via the illithid-equivilant of the Alter Flesh ritual.

It's pretty messed up. It's also why I was accepted into the Enclave at all (besides my latent psionic potential)- they wanted to get some readings of an extra-crystal-sphere-space orginating creature.

Apparently, there is a slight difference between me and normal humans (or Elan)- I have even less magical potential than they thought was possible. Which was none. My potential is at the point where I am passively damaging the Weave as I move through it, to the point where, in theory, if I stayed in a house for a few years, I would create a null-magic zone just with my presence. I'm never going to be able to use attunable magic items…

Even normal psions can, although the items sometimes disconnect randomly.

Anyway, back to the subject of cosmology:
- Ao and Thuul are two known 'overgods', unique beings that create crystal spheres.
- Gods develop within these spheres, as a byproduct of life, always within the boundries common to the overgod in question.
- At some point (according to the illithids), a new overgod will hatch (Ao) from a crystal sphere (egg) left behind by the passing of another, older, overgod (Thuul).

This implies that a) life is a nessesary part of the overgod life-cycle, and b)… The D&D universes are cosmic horror stories. Maybe.

This knowlege is ONLY kept within the enclave, and only usually with specialists, although some non-psionics have been shown this before… Though it tends to drive people crazy. Apparently, the sense of scale disturbs the crap out of normal people.

Most psionics can't deal with it either- they tend to have nervous breakdowns. Not a problem for me- I went through the whole 'the universe is F*CKING HUGE and we are motes of dust' epiphany thing when I was 8, so the sense of scale was nothing new.

There a lot of other stuff to learn, but according to Ula who just stabbed me with a claw (OW), it's time to get some food. There are several cafeterias in the Enclave, and I found one that is willing to try to make my cajun seafood pasta sauce recipe.

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N/A
My kobolds have discovered their classes.
- Rux a male (Soulknife)
- Riva is female (Delver)
- Ula is female (Psion)
Cosmology and Customer Service has been covered.
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