First Edition Advanced Dungeons & Dragons™ Character Creation
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15:  Test for Natural Psionics
  If a character has an ability score of at least 16 in Intelligence, Wisdom, or Charisma, he might have psionics.  The chance is 1%, modified upward if any of these three scores is above 16.  Each point of intelligence (above 16) is +2 1/2%; each of wisdom is +1 1/2%; each of charisma is worth +1/2%.  Once these are added, fractions are dropped.  If the character is a duergar (gray dwarf), the chance is doubled (and there will therefore be no fractions).

  Under the MyWorld rules, any character race and class may have psionics.  However, those of the Psionicist class learn psionics in a different way.  They may have natural psionics under these rules, but will generally disdain such skills as "amateur" and "unrefined".  A Psionicist class character will avoid using natural psionics in all but the most necessary circumstances.  Note that it is possible for a psionicist (or a wild talent) to have a learned psionic skill essentially identical to a natural one, and each is used separately.  Integration of second edition psionics with first edition play is covered elsewhere.

  It is the MyWorld rule that, psionics being what they are, the player will be permitted to pick which numbers from 1 to 100 he wishes to target.  Thus, if the character has a 1% chance of psionics, the player will select one number between 1 and 100; if the character has a 2% chance, two numbers will be selected, and so forth.  Once the full number of numbers have been selected, the player will roll the percentile dice.  If any one of his selected numbers is rolled on the single roll, he has psionics.  If not, he may attempt to gain psionics in any of several ways during the course of the game.  (Note that the odds are not the same if the player chooses one number and rolls the dice a number of times equal to his percent chance of success, unless duplicate rolls are not counted; that is, if he has a 5% chance of success and selects one target number, the odds are the same only if the player rolls until he has generated five distinct numbers to compare to the target, as rolling a duplicate number changes the odds.)

  If the roll is successful, psionics must be detailed.

  Psionic strength must be calculated.  Psionic strength is calculated by subtracting 12 from each of the ability scores of Intelligence, Wisdom, and Charisma; add these three results together, ignoring any which are negative numbers (i.e., you don't lose points if any score is below 12). If two of those three scores are greater than 16, multiply the result by two; if all three are greater than sixteen, multiply by four.  To this, add d100.  This is psionic attack strength and psionic defense strength.  Multiply by two to determine total psionic strength.

  Roll d100 to determine the number of Attack Modes, 01-25=1, 26-50=2, 51-75=3, 76-95=4, 96-00=all.  Randomly select (d5) between Psionic Blast, Mind Thrust, Ego Whip, Id Insinuation, and Psychic Crush, if necessary.

  Roll d100 to determine the number of Defense Modes, 01-25=2, 26-75=3, 76-90=4, 91-00=all.  All characters who have psionics have Mind Blank.  Randomly select (d4) between Thought Shield, Mental Barrier, Intellect Fortress, and Tower of Iron Will, if necessary.

  Roll to determine the number of devotions and sciences.


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