Awakened Mind

While magic and the occult are things long practiced in the Empire, the powers of the mind are much less well understood. Increased trade with the East and the scientific pursuits of the enlightenment have started to reveal such “psionic” powers in some of the Empire’s citizens, but such is still quite rare. You are one of the few in your village gifted with such talents. While plagued by splitting headaches and dreams of the impossible, your power is great. Still, this new level of cognition is still quite alien to you, and there are no masters in town to help you refine your gifts.

Starting Stats: You are intelligent and introspective. Your Intelligence and Wisdom begin at 11, and all of your other ability scores begin at 8.
Equipment: Peasant’s Outfit, a Brass Knife, a Crystal necklace (worthless quartz), and 4d6s.
Initial Feats: You gain the Wild Talent feat.
Free Trait: Choose one Family or Campaign Trait.

What was your childhood like?

1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you. +2 Int, +2 Cha, +1 Str, Fight Through the Pain trait.
2 Your father was an outcast, rightfully or not. +3 Int, +1 Con, +1 Str, Psionic Lineage trait.
3 Your parents were fishermen and you grew up on the rivers. +2 Dex, +2 Wis, +1 Con, Strong Swimmer trait.
4 Your family worked a small farm outside the village. +2 Con, +1 Str, +1 Wis, +1 Cha, Latent Psion trait.
5 Your father was the local smith, and made you work whether you liked it or not. +2 Str, +1 Dex, +1 Con, +1 Int, Resigned trait.
6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str, Wild Domesticator trait.
7 Your parents ran the local inn. You danced to entertain the crowds. +2 Cha, +2 Dex, +1 Int, Agile Dancer trait.
8 Your parents were weavers. You learned persistence and focus working the loom. +1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha, Psionic Knack trait.
9 Your father or mother were deeply religious. You hide your gift from them still. +2 Wis, +1 Dex, +1 Int, +1 Cha, Playing Dumb trait.
10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Con, +1 Wis, +1 Cha, Mental Discipline trait.
11 You went on journeys into the forest, allowing your powers to guide you on the hunt. +2 Wis, +2 Con, +1 Dex, Sensitive Nose trait.
12 Your father was a local merchant. Not even the most expensive so-called experts could suppress your powers. +2 Cha, +1 Str, +1 Dex, +1 Int, Resist Dampening trait.
1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Combat Training trait.
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Fate’s Favored trait.
3 You were the toughest kid around. +2 Con, +1 Cha, Impressive Physique trait.
4 No secret escaped you. +2 Int, +1 Dex, Infiltrator trait.
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Sense Dissonance trait.
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Beguiling Nature trait.
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Inner Peace trait.
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Psionic Theory trait.
1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, Artisan’s Tools and a Cold Iron Dagger.
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, a Fishing Net and a Flotation Device.
3 You went camping with the hunters. +2 Con, +1 Int, a Common Survival Kit, a Hooded Lantern, and 1 flask Lamp Oil.
4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex, your own Chess Set.
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str, a Sanctified Ring (your intended wears the other) and a pair of Eyeglasses (a gift from you future father-in-law).
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con, a lock of their hair (functions as per the Bestow Token feat).
7 The old widow needed help around the house. +1 Con, +1 Int, +1 Cha, a Power Stone with a single 1st-level power.
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Str, +1 Dex, +1 Wis, a One-handed or Two-handed Simple Weapon (your choice).

You awoke from a dream to find you could shape the world around you with your mind. What happened?

d6 What form do your new mental powers take? Gain
1 You instinctively sense the presence of others like yourself. +3 Wis, Clairsentient Talent trait.
2 You know what other people are thinking. +3 Cha, Perceptive Talent trait
3 Your mind is an unassailable fortress. +3 Int, Telepathic Talent trait.
4 You are unmoored in time or space. +3 Dex, Psychoportive Talent trait.
5 That which you need is never our of reach. +3 Int, Psychokinetic Talent trait.
6 You can create matter from nothingness. +3 Wis, Metacreative Talent trait.
d6 What happened in your dream? Gain
1 You battled a horde of foes to a stand-still. +2 Wis, Intuitive Fighting feat.
2 You leapt into the sky and ran across the clouds. +2 Str, Mental Leap feat.
3 Immolated by fire, your body burned away leaving your consciousness free to roam. +2 Int, Body Fuel feat.
4 You raced against the wind and won. +2 Dex, Speed of Thought feat.
5 You lay staked on a mountain, your body devoured by birds, and yet you healed. +2 Con, Mind Over Body feat.
6 Something stared at you out of the abyss and you met its gaze unflinching. +2 Cha, Power Penetration feat.
d6 The villagers were terrified by your newly manifested power. How did they react? The player to your right was there with you. Gain
1 They sealed you up in a mine overnight to see if the dark fey would come for you. The friend to your right sat vigil outside the lightless chamber. +2 Wis, You and the friend to your right both gain the Seeping Darkness feat.
2 They confiscated your crystal, thinking it would deprive you of your powers. The friend to your right stole it back for you. +2 Dex, You and the friend to your right both gain the Team Pickpocketing feat.
3 The old witch who lives on the edge of the village trapped you in your own dream. The friend to your right stayed by your bedside and spoke to you to guide your mind back to reality. +2 Wis, You and the friend to your right both gain the Alien Mindpaths feat.
4 They shunned you and hurled insults at you. The friend to your right traded jokes with you to keep your spirits up. +2 Cha, You and the friend to your right both gain the Relentless Cheer feat.
5 A frightened mob surrounded you. The friend to your right watched your back as you fought your way free. +2 Str, You and the friend to your right both gain the Back to Back feat.
6 They kept their distance. The friend to your right allowed you to touch his mind, to show them that you were not dangerous. +2 Int, You and the friend to your right both gain the Bonded Mind feat.
d6 Now that your power has awakened, what do you intend to do with it? Gain
1 Practice and meditate in search of true enlightenment. +2 Wis, a Ceremonial Tea Set and 5 doses of Meditation Tea.
2 Travel and see the world. +2 Dex, a Heavy Horse and a Riding Kit.
3 Get totally wasted and hope you forget all about it. +2 Con, 10 doses of Opium.
4 Make a detailed and scientific study of your new-found abilities. +2 Int, a Chronicler’s Kit, a Cypher Book, and one Adventurer’s Chronicle (your choice).
5 Make your fortune as a “gypsy fortune teller”. +2 Cha, a Seance Kit.
6 Prove your worth on the battlefield against the Empire’s enemies. +2 Str, a Crystal One-handed Martial Weapon (your choice).

Add an NPC to the village.