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  PRINCIPAL WRITING
  LEE  HAMMOCK
  ART DIRECTION
  DANILO  MORETTI
  EDITING
  JUSTIN D. JACOBSON
  LAYOUT & SPECIAL FX
  DISPARI.NET
  PLAYTESTERS
  THANKS TO ALL THE PLAYERS FROM GEN CON
  INDIANAPOLIS 2006.
  d20 System and the d20 System logo are trademarks of
  Wizards of the Coast, Inc. and are used according to the
  terms of the d20 System License version 6.0. A copy of this
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  D20 MODERN and Wizards of the Coast are trademarks of Wizards of the Coast, Inc.
  in the United States and other countries and are used with permission.
  All other content is ©2006 Justin D. Jacobson. Dawning Star, Shadow Falling, Red
  Truth Revealed, their corresponding logos, and all Blue Devil Games logos are
  trademarks of Justin D. Jacobson. This edition of Red Truth Revealed is produced
  under version 1.0a of the Open Game License, version 6.0 of the d20 System License,
  version 5.0 of the d20 System Trademark Logo Guide, and the Modern System
  Reference Document by permission of Wizards of the Coast, Inc. Subsequent ver-
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  d20 SYSTEM logo art by George Edward Purdy.
  
  2
  DAWNING STAR•SEEING RED
  PSIONICS  IN  DAWNING  STAR  •  •  •
  In designing the world of Dawning Star, we
  strived to adhere to two overriding guidelines: Make
  it fun, and make it believable. We knew from the
  beginning that we wanted to include psionics and
  that we would need to develop a unique take to
  meet both of our criteria. The result of all this hard
  work is Red Truth.
  Psionics in Dawning Star differs from psionics in
  D20 MODERN due to its source. In Dawning Star,
  Psionics involves perceiving and modifying the
  information contained in a parallel dimension, called
  "Red Truth" by most who access it. Poorly under-
  stood even in the days of the Star Confederation,
  Red Truth is a dimension comprised of pure infor-
  mation. Depending on which Red Truth scholar
  describes it, this dimension lies "beneath" or "with-
  in" our own dimension-a reflection of our reality.
  Some Star Confederation psionicists believe that
  Red Truth is the "blueprint" of the universe left over
  by some creator god long ago; while others see it
  more secularly as a nigh-infinite puzzle containing
  the very secret of the universe. Over the millions of
  years that individuals have been interacting with
  Red Truth, thousands of theories, religions, and
  philosophies have cropped up about it. These
  beliefs have even inspired religious wars.
  Most Star Confederation scientists theorized that
  Red Truth is the visual manifestation of the cosmic
  strings that make up all matter and energy. Viewing
  the energy signatures of these cosmic strings
  allows a practitioner to quickly perceive the incredi-
  bly dense concentration of information. For exam-
  ple, when a person breaches the barrier to Red
  Truth and regards a simple pebble, they do not see
  the pebble but instead perceive its exact mass, sur-
  face area, density, and age-even traces of people
  who have come into contact with it if they are skilled
  enough at sifting through the available information.
  By looking at a person an observer can discern how
  tall the person is, what model of gun they carry-even
  what they are thinking if the viewer is highly trained
  in deciphering Red Truth. Untrained observers are
  usually overwhelmed by Red Truth and can experi-
  ence information overload, suffering severe mental
  damage. Trained individuals can look into Red Truth
  without immediate harm, but no one can withstand
  its overwhelming force for long. Prolonged expo-
  sure can lead to permanent brain damage, insanity,
  or even brain death.
  Most species have no innate ability to break
  across the dimensional barrier that separates Red
  Truth from our reality. Some have developed tech-
  nological means to overcome this obstacle.
  However, the dosai and yaom have an innate abili-
  ty to breach the barrier to Red Truth due to a unique
  brain structure, including a dedicated lobe not found
  in other species. While both the dosai and the yaom
  can see Red Truth without assistance, prolonged
  exposure is still dangerous. (These species are
  described more fully in HELIOS RISING.)
  But more than just information lies beyond the bar-
  rier. Mysterious creatures lurk in the recesses of Red
  Truth, including information ghosts formed from
  minds destroyed by exposure to Red Truth. Other
  creatures have only been encountered by yaom and
  dosai masters seeking the outer limits of their power;
  their reports describe entities comprised of pure infor-
  mation, massive by the standards of our dimension,
  and with an unfathomable purpose. Some seem to
  consume information; others create it at lightning-
  quick speeds; while still others seem to strain against
  fields of information that keep the creatures of our
  dimension from coming into contact with them. No
  one knows the truth of these otherworldly creatures.
  At their most fundamental level, all psionics
  involve some interaction with Red Truth. Both the
  tentaari and the vaasi have learned to perceive and
  control Red Truth-though not to the extent of the
  dosai or yaom. Mechanically, a character's maxi-
  mum power points represent the extent of his innate
  connection with the Red Truth and the amount of
  intense interaction he can withstand before such
  interaction becomes dangerous.
  Due to the nature of Red Truth, psionics functions
  differently in Dawning Star than in D20 MODERN.
  While it is easy for psionicists to identify information
  in Red Truth, manipulating that information is far
  more difficult. For example, telekinesis is accom-
  plished by literally rewriting the associated informa-
  tion in Red Truth, making it a difficult task.
  In the Helios system, only the yaom and the vaasi
  phrenics have inherent psionic potential; for other
  species, psionic ability is more difficult to achieve.
  The tentaari and vaasi (other than the phrenics) use
  special immersion chambers that break the barrier
  to Red Truth using technological means. Generally,
  the other species do not possess such devices and
  can only access Red Truth by staying for an extend-
  ed period of time in an area where Red Truth has
  infected this reality or by other dangerous and inef-
  ficient methods. Accordingly, among these other
  species, the number of psionicists is few to none.
  Psionics works using the same basic system as
  detailed in d20 Modern, with the following changes:
  1
  Wisdom is the key ability for all powers.
  2
  A character gains bonus power points based on
  his Wisdom instead of his Charisma.
  3
  Power points represent a character's ability to
  interact with Red Truth safely, and once that safe-
  ty buffer is gone further interaction causes dam-
  age to their mind. A character who expends all of
  his power points may gain extra power points by
  taking a like amount of temporary Wisdom dam-
  age. (A character who takes damage equal to his
  Wisdom score falls unconscious.)
  
  4
  Areas infected with Red Truth allow freer access
  to that dimension. In such areas, the power
  point cost of all powers is reduced by 2 to a min-
  imum cost of 1. However, a character cannot
  regain power points in such areas. Furthermore,
  each time a psionic character uses a power in
  such an area, he must make a Will save (DC 15
  + the number of times he has opened himself to
  the Red Truth or used a psionic power in the
  affected area during the last 24 hours) or suffer
  1 point of Intelligence and 1 point of Wisdom
  damage.
  LEARNING  PSIONICS •  •  •
  Learning psionics is difficult for species other
  than yaom and phrenics, because they lack a natu-
  ral connection to Red Truth. There have been indi-
  viduals among each species that had some ability
  to contact Red Truth naturally, spawning tales of
  psychics and wizards. However, while amazing by
  the standards of their own species, the abilities of
  these individuals have been simple quirks of fate
  and limited in power. Non-yaom characters may
  select the Wild Talent feat without being exposed to
  Red Truth, but they cannot advance further in the
  study of psionics. This represents some small
  innate ability to contact Red Truth but grants little
  power on its own. To develop greater talents, a
  character must be exposed to Red Truth.
  This exposure can take the form of spending
  time in an immersion chamber, such as those used
  by the tentaari and vaasi, or an extended stay in an
  area infected with Red Truth. In either case, the
  character must suffer at least one point of perma-
  nent Wisdom drain through this exposure to be able
  to learn more psionic powers. This damage repre-
  sents physical alteration of the character's brain
  chemistry as it tries to accommodate the informa-
  tion flow of Red Truth.
  Once this point of Wisdom drain is inflicted, the
  character must train with another psionicist to learn
  the basics of harnessing Red Truth. This requires
  training eight hours per day for 30 days. The
  monasteries of Thres are a perfect setting for such
  training. At the end of the 30 days, the character
  must make a Wisdom check (DC 20). Characters
  training in a Red Truth thin spot or in a yaom settle-
  ment receive a +4 bonus to this check. If the check
  succeeds, the character can take levels in any
  psionic class. If the Wisdom checks fails, the char-
  acter has failed to attain the requisite level of abili-
  ty to wield psionics. The character may train for
  another 30 days and try again, gaining a +1 bonus
  to the check for each additional 30-day period of
  training. He may continue doing so until he suc-
  ceeds or until he has trained for 600 days without
  succeeding, indicating that he simply doesn't have
  the necessary mental fortitude to master Red Truth.
  (This is only possible if the character has a Wisdom
  penalty.) Such a character can never take psionic
  levels. This training can be done at any time, but
  the benefits only accrue when the character gains a
  level in a psionic class.
  EXPOSURE  TO  RED  TRUTH •  •  •
  Any non-yaom creature without psionic ability
  that stays within an area infected by Red Truth
  (such as the Green Reach Facility) must make a
  Will save (DC 15 + 1 per hour spent in the affected
  area) each hour they remain in the area. Failure
  means the creature takes 1 point of temporary
  Wisdom damage, but also gains a cumulative +1
  bonus to Intelligence and Wisdom-based skills.
  This unique effect is the result of information over-
  load. Any creature who suffers Wisdom damage
  equal to their Wisdom score falls into a coma. For
  each additional hour spent in the area after such an
  event, he continues to suffer one point of perma-
  nent Wisdom drain (no saving throw). If the charac-
  ter's Wisdom is reduced to 0, they suffer brain
  death. Non-yaom characters do not notice this
  Wisdom damage as it occurs, but instead suffer ter-
  rible headaches, feel paranoid, confused, and see
  things that may or may not be there. The GM
  should only inform them of the Wisdom damage
  after they leave the area.
  Yaom and psionicists in the Green Reach Facility
  do not suffer Wisdom damage unless they open
  themselves to Red Truth or use psionic powers.
  When they do so they must make a Will save (DC
  15 + the number of times they have opened them-
  selves to the Red Truth or used a psionic power in
  the affected area during the last 24 hours). Failing
  this save inflicts one point of Wisdom damage on
  the yaom or psionicist. Within the area affected by
  the Red Truth the bonuses to Intelligence and
  Wisdom-based skills gained from a yaom opening
  up to the Red Truth are doubled and the power
  point costs of psionic powers are reduced by 2 (to
  a minimum of 1). If the yaom's or psionicist's
  Wisdom is reduced to zero, he is transformed into
  an information ghost. A yaom or psionicist is aware
  of the Wisdom damage he suffers and can warn his
  non-psionic allies about the danger. 
  DETECTING  RED  TRUTH  •  •  •
  Unfortunately, it is difficult to detect areas infect-
  ed by Red Truth. Infected areas have a visible red
  tint that overlays everything, but this effect is only
  noticeable from within the area. From the outside it
  looks normal. Non-psionic creatures suffer from
  headaches, hallucinations, and paranoia when in
  areas affected by Red Truth.
  Psionicists only suffer mental strain from Red
  Truth when they use psionic powers in infected
  areas or open themselves to Red Truth. Any crea-
  ture with psionic powers knows instantly when it is
  in an area infected by Red Truth and can detect
  DAWNING STAR•SEEING RED
  3
  
  such areas to a range of 60 ft. with a successful
  Psicraft check (DC 20).
  Red Truth areas can be detected by ship sen-
  sors, but doing so is very difficult. Sensors that scan
  areas infected with Red Truth experience more
  interference than normal. Within such an area all
  Computer Use rolls involving sensors suffer a -10
  penalty, and sensor range is reduced by half.
  Recognizing such an area requires a successful
  Psicraft check (DC 15). Once identified, Red Truth
  interference can be filtered out with relative ease.
  RED  TRUTH  IMMERSION  
  CHAMBER  •  •  •
  A relic of the Star Confederation and the Vaasi
  Empire, these Progress Level 10 devices were rare
  before those two civilizations fell, and are all but
  nonexistent currently. The tentaari stuck in Helios
  have one, as do the vaasi in the Cronus belt, but
  neither is likely to share their immersion chamber
  with any other faction. There may be more such
  devices hidden on Eos or in the gateway station,
  but they remain unknown for now.
  Red Truth Immersion Chambers are cube-
  shaped devices measuring ten feet on a side. A
  large, thick door allows access to the chamber, and
  a control panel is mounted on the outside of the
  door. The surface of the tentaari version is all pol-
  ished chrome and illuminated control panels, while
  the vaasi version is a black and gray monstrosity
  with organic looking curves and bulges on its exteri-
  or surfaces. Activating and programming the device
  takes one minute. Once activated the area inside
  the immersion chamber is opened to Red Truth. The
  Red Truth Immersion Chamber uses powerful
  forces to weaken the barrier between Red Truth and
  this reality within the chamber. This creates an effect
  similar to an infected area. The length of the expo-
  sure to Red Truth is established by the initial pro-
  gram but may also be stopped immediately by a fail-
  safe mechanism on the control panel. When proper-
  ly used the immersion chamber inflicts a point of
  permanent Wisdom drain and allows the subject to
  learn psionic powers. If the device is not properly
  programmed, the subject might suffer more damage
  than intended. In emergencies, the vaasi and ten-
  taari have used the chamber to gain the temporary
  boost to Wisdom and Intelligence skill checks, but
  doing so is dangerous and thus rarely attempted.
  As long as the immersion chamber is maintained
  and undamaged, there is no danger of Red Truth
  infecting the area outside the chamber. Like most
  technology the tentaari possess, however, they
  have been less than faithful in keeping their immer-
  sion chamber repaired. A bit of Red Truth leaks out-
  side the chamber each time it is used. The tentaari
  only use it rarely, and in a different location each
  time, to avoid too much Red Truth energy overtak-
  ing one area.
  A Red Truth Immersion Chamber weighs 3 tons,
  has a hardness of 30, and has a self-contained
  power plant. It is a PL 10 item and is essentially
  priceless; its Purchase DC would be at least 70+ in
  most civilizations.
  NEW  PSIONIC  POWERS •  •  •
  Following are new psionic powers, unique to
  Dawning Star.
  ^ ABSORB INFORMATION
  Level:  Peacebringer 1/Red Truth Master
  1/Telepath 1/Yaom Mystic 1
  Display:  Mental; 
  Manifestation  Time: Attack action
  Range:  Touch
  Target:  One item that holds information, such
  as a book or computer disc
  Duration:  Concentration
  Saving  Throw:  None
  Power  Resistance:  No
  Power  Point  Cost:  1
  By viewing an object that contains information,
  such as a book, computer disc, or tablet of pic-
  tograms you may grasp the meaning of the informa-
  tion stored within. For the duration of the power you
  have complete knowledge of the information stored
  in the item targeted, and can recite it with perfect
  clarity regardless of its length or complexity. You can
  also read any language when using this power, but
  cannot understand coded or encrypted information
  without making an appropriate Decipher Script or
  Computer Use skill check, to which you receive a +4
  competence bonus. This power only works on one
  item per use. After the power has lapsed, the charac-
  ter retains a basic understanding of the information
  contained, but cannot recall specifics such as names
  or dates. If the object targeted by this power houses
  an entity with a Wisdom rating, such as an artificial
  intelligence entity's data crystal, this power automat-
  ically fails. 
  ^ CALL TO MIND
  Level:  Peacebringer 1/Red Truth Master
  1/Telepath 1/Yaom Mystic 1
  Display:  Mental
  Manifesting  Time:  1 minute
  Range:  Personal
  Target:  You
  Duration:  Instantaneous
  Power  Points:  1
  By meditating on a subject, you can recall natural
  memories and knowledge otherwise inaccessible to
  you. On a failed Knowledge check, you can manifest
  this power to gain a new check with a +4 compe-
  tence bonus. If successful, you instantly recall what
  was previously buried in your subconscious.
  DAWNING STAR•SEEING RED
  4
  
  ^ CLOUD MIND
  Level:  Peacebringer 2
  Display:  None
  Manifesting  Time:  Attack action
  Range:  Close (25 ft. +5 ft./2 levels)
  Target:  One creature
  Duration:  1 min./level
  Saving  Throw:  Will negates
  Power  Resistance:  Yes
  Power  Points:  3
  You make yourself completely undetectable to
  the subject, erasing all awareness of your presence
  from its mind. This power has the following effects:
  First, you are invisible and inaudible to the crea-
  ture. It cannot even detect your presence by means
  of blindsense, blindsight, scent, or tremorsense. It
  cannot pinpoint your location by any means.
  Second, the subject remains unaware of your
  actions, provided you do not make any attacks or
  cause any obvious or directly threatening changes
  in the subject's environment. If you attack the sub-
  ject creature, the effect ends.
  If you take an action that creates a sustained and
  obvious change in the subject's environment-for
  example, attacking a creature aside from the sub-
  ject or moving a large or attended object the subject
  can see-the subject immediately gains a new sav-
  ing throw against the power. An ally of the subject
  creature that is able to see or perceive you can use
  a move action to warn the subject and thereby
  grant it a new saving throw.
  ^ COMPUTER EMPATHY
  Level:  Peacebringer 2/Red Truth Master 2
  Display:  Visual
  Manifestation  Time:  Full round action
  Range:  Touch
  Target:  1 computer or computer network
  Duration:  Concentration, up to 1 minute/level
  Saving  Throw:  None
  Power  Resistance:  Yes
  Power  Point  Cost:  3
  By concentrating on the dense information flow
  surrounding the targeted computer you can predict
  its actions and interact with it on a different level of
  consciousness. You need not access its storage to
  look at files; you can look at them through Red Truth.
  You gain a +8 competence bonus to all Computer
  Use checks while using this power. This power also
  allows non-corporeal creatures, such as information
  ghosts, to interact with corporeal computers. 
  ^ CONCEAL THOUGHTS
  Level:  Peacebringer 1/Red Truth Master
  1/Telepath 2
  Display:  Mental
  Manifesting  Time:  1 standard action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Target:  One willing creature
  Duration:  1 hour/level
  Saving  Throw:  Will negates (harmless)
  Power  Resistance:  Yes (harmless)
  Power  Points:  1
  You protect the subject's thoughts from analysis.
  While the duration lasts, the subject gains a +10 cir-
  cumstance bonus on Bluff checks against those
  attempting to discern its true intentions with Sense
  Motive. It also gains a +4 bonus on its saving throw
  against any power or spell used to read its mind
  (such as read thoughts or mind probe).
  ^ DESTROY INFORMATION
  Level:  Peacebringer 2/Red Truth Master 2
  Display:  Mental, Visual
  Manifestation  Time:  Attack action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target:  One creature, object, or information
  storage device
  Duration:  Instantaneous
  Saving  Throw:  Will negates
  Power  Resistance:  Yes
  Power  Point  Cost:  3
  One of the more feared powers among the
  yaom, this psionic power reaches through Red
  Truth and rends the information in a specific area of
  Red Truth, eliminating it from existence. This can
  have several effects in this reality based on how
  this destruction is targeted. If a living being is tar-
  geted this power causes them to suffer pain and
  wounds as information regarding their body is
  erased, inflicting 2d6 points of damage. It can also
  be used to destroy all the data contained in a single
  information storage device, such as a computer
  disc or book. An item erased in such a fashion will
  either be blank or contain a random jumble of use-
  less information, at the manifester's discretion. If
  used on an item that houses an entity with a
  Wisdom score, the entity must make a Will save
  (DC 12 + the manifester's Wisdom bonus) or be
  rendered nonfunctional for 2d6 hours. This power
  may be use to attack creatures of pure information,
  inflicting 4d6 points of damage.
  ^ DESTROY INFORMATION, GREATER
  Level:  Peacebringer 4/Red Truth Master 4
  Display:  Mental, Visual
  Manifestation  Time:  Attack action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Target:  One creature, object, or a number of
  information storage devices equal to the user's
  manifester level
  DAWNING STAR•SEEING RED
  5
  
  Duration:  Instantaneous
  Saving  Throw:  Will negates
  Power  Resistance:  Yes
  Power  Point  Cost:  7
  This functions as destroy information but with
  greater power. If used against a creature or object
  it inflicts 4d6 points of damage. If used to erase
  information from a book, computer disc, or other
  storage media it will erase one item per manifester
  level of the user, or one computer network. If used
  against an information ghost or other creature of
  pure information it inflicts 8d6 points of damage.
  ^ DETECT HOSTILE INTENT
  Level:  Peacebringer 2/Red Truth Master
  2/Telepath 2
  Display:  Mental
  Manifesting  Time:  Attack action
  Range:  30 ft.
  Area:  30-ft.-radius emanation centered on you
  Duration:  10 min./level (D)
  Saving  Throw: None
  Power  Resistance:  No; Power Points: 3
  While the duration of this power lasts, you
  become aware of the presence of any creatures
  with hostile intent within 30 feet of you, and their
  direction from you (but not their specific location).
  The power detects active aggression, as opposed
  to vigilance. As long as this power is active, you
  cannot be surprised or caught flatfooted.
  While under the effect of this power, you can
  make Sense Motive checks as a free action against
  anyone within 30 feet of you.
  ^ EMPATHY
  Level:  Peacebringer 1/Red Truth Master 1/
  Telepath 1/Yaom Master 1
  Display:  Mental
  Manifesting  Time:  Attack action
  Range:  30 ft.
  Area:  30-ft.-radius spread centered on you
  Duration:  Concentration, up to 1 min./level (D)
  Saving  Throw:  None
  Power  Resistance:  No
  Power  Points:  1
  You detect the surface emotions of any creature
  you can see that is in the power's area. You can
  sense basic needs, drives, and emotions. Thirst,
  hunger, fear, fatigue, pain, rage, hatred, uncertain-
  ty, curiosity, friendliness, and many other kinds of
  sensations and moods can be perceived. This
  power affects all creature types, from robots to
  information ghosts. 
  You gain a +2 insight bonus on any Bluff,
  Diplomacy, Intimidate, or Sense Motive checks that
  you make in the round when you cease concentrat-
  ing on this power.
  ^ INFORMATION BARRIER
  Level:  Peacebringer 3/Red Truth Master 3
  Display:  Visual
  Manifestation  Time:  Full round action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Area:  Any two-dimensional area with a surface
  of no more than 100 sq ft., and the longest
  dimension cannot be more than 20 ft.
  Duration:  Concentration, up to 1 minute/level
  Saving  Throw:  None
  Power  Resistance:  None
  Power  Point  Cost:  5
  This power creates a zone in the Red Truth
  through which information that is not tied to a mate-
  rial object cannot pass. This barrier is a flat black,
  non-reflective barrier through which characters
  cannot perceive anything, radio broadcasts will not
  travel, information ghosts cannot pass, psionic
  power cannot penetrate, etc. No form of information
  can cross the barrier. The barrier can be placed
  anywhere within the range of the power and in any
  shape desired that meets the area requirements,
  though there can be no holes in the barrier.
  Physical objects can pass through the barrier with-
  out a problem unless they are being moved by
  psionic powers. 
  ^ INFORMATION BARRIER, GREATER
  Level:  Peacebringer 5/Red Truth Master 5
  Display:  Visual
  Manifestation  Time:  Full round action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Area:  Any two-dimensional area with a surface
  of no more than 100 sq ft., and the longest
  dimension cannot be more than 20 ft.
  Duration:  Concentration, up to 1 minute/level
  Saving  Throw:  None
  Power  Resistance:  None
  Power  Point  Cost:  9
  A more powerful version of information barrier,
  this power also blocks all physical matter from
  passing through the barrier. 
  ^ INFORMATION BLOCK
  Level:  Peacebringer 3/Red Truth Master 3
  Display:  Mental
  Manifestation  Time:  Attack action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Target:  One creature or object
  Duration:  1 round/level
  Saving  Throw:  Will negates
  Power  Resistance:  Yes
  Power  Point  Cost:  5
  By stopping the flow of Red Truth, you are able
  to temporarily limit the sensory abilities of the tar-
  get. Any type of creature or machine that has sen-
  sor elements, such as a robot or a video camera,
  can be targeted by this spell. This power is negated
  with a Will save.
  6
  DAWNING STAR•SEEING RED
  
  On a failed save, the target loses one sense for
  the duration of the power. Targets can be rendered
  deaf or blind using this power. The target can also
  be made to lose the sense of touch, which inflicts a
  -4 penalty on all physical activities such as attack
  rolls, Reflex saves, and Dexterity and Strength
  based skill checks. Cutting off information from the
  target's sense of smell eliminates the Scent ability
  and makes straas unable to communicate with
  pheromones. A character whose sense of taste is
  removed cannot taste anything in their food, includ-
  ing poison. This power has no affect on a creature's
  ability to perceive Red Truth. 
  ^ INFORMATION BLOCK, GREATER
  Level:  Peacebringer 5/Red Truth Master 5
  Display:  Mental
  Manifestation  Time:  Attack Action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Target:  One creature or object
  Duration:  1 round/level
  Saving  Throw:  Will negates
  Power  Resistance:  Yes
  Power  Point  Cost:  9
  A more powerful version of information block, if
  the target fails its save, it is cut off from all sensory
  input, including the ability to perceive Red Truth.
  The character is effectively blinded and deafened,
  in addition to suffering the penalties described
  under information block. All targets have complete
  concealment and the character suffers a -4 penalty
  to Defense, attack rolls, skill checks, ability checks,
  and saving throws in addition to being flat-footed.
  The character cannot use the Open to Red Truth
  yaom racial ability and gains no bonus to
  Intelligence and Wisdom checks from being in an
  area infected with Red Truth. The character is also
  immune to any sort of damage from Red Truth for
  the duration of the power, including items hurled
  with telekinesis.
  ^ KNOW DIRECTION AND LOCATION
  Level:  Peacebringer 1/Red Truth Master 1
  Display:  Mental
  Manifesting  Time:  1 standard action
  Range:  Personal
  Target:  You
  Duration:  Instantaneous
  Power  Points:  1
  You generally know where you are. This power is
  useful to characters who end up in unfamiliar loca-
  tions after being transported while unconscious or
  being transported to unknown locations via a relic.
  The power reveals general information about your
  location as a feeling or presentiment. The informa-
  tion is usually no more detailed than a summary
  that locates you according to a prominent local or
  regional site. Using this power also tells you what
  direction you are facing.
  ^ MINDWIPE
  Level:  Peacebringer 5/Red Truth Master 5
  Display:  Mental
  Manifesting  Time:  Attack action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Target:  One creature
  Duration:  Instantaneous
  Saving  Throw:  Fortitude negates
  Power  Resistance:  Yes
  Power  Points:  9
  You partially wipe your victim's mind of past
  experiences, bestowing two negative levels upon it.
  If the subject has at least as many negative levels
  as Hit Dice, it falls unconscious and remains so
  until one hour passes. For each negative level it
  gains, a psionic creature loses knowledge of one
  power from its highest available level, and a num-
  ber of power points from its maximum power point
  total sufficient to manifest that power. The effects of
  multiple negative levels stack.
  The subject loses these two negative levels after
  1 hour. (No Fortitude save is necessary to avoid
  gaining the negative level permanently.)
  ^ READ THOUGHTS
  Level:  Peacebringer 2/Red Truth Master
  2/Telepath 2
  Display:  Mental
  Manifesting  Time:  Attack action
  Range:  60 ft.
  Area:  Cone-shaped emanation starting at the
  manifester
  Duration:  Concentration, up to 1 min./level (D)
  Saving  Throw:  Will negates; see text
  Power  Resistance:  No
  Power  Points:  3
  You know the surface thoughts of the mind of
  any creature in the area that fails a Will save. A tar-
  get that succeeds on its save is not affected by this
  manifestation of the power, even if it leaves the
  area and then reenters the area before the duration
  expires.
  Creatures of animal intelligence have simple,
  instinctual thoughts that you can pick up. If you
  read the thoughts of a creature with an Intelligence
  of 26 or higher and at least 10 points higher than
  your own Intelligence score, you are stunned for 1
  round and the power ends. This power does not let
  you pinpoint the location of an affected mind if you
  don't have line of sight to the subject.
  Each round, you can turn to use this power in a
  new area. The power can penetrate barriers, but 1
  foot of stone, 1 inch of common metal, a thin sheet
  of lead, or 3 feet of wood or dirt blocks it.
  DAWNING STAR•SEEING RED
  7
  
  ^ TONGUES
  Level:  Peacebringer 2/Red Truth Master 2
  Display:  None
  Manifesting  Time:  Attack action
  Range:  Personal
  Target:  You
  Duration:  10 min./level
  Power  Points:  3
  This power grants you the ability to speak and
  understand the language of any intelligent creature,
  whether it is a racial tongue or a regional dialect.
  You can speak only one language at a time,
  although you may be able to understand several
  languages. Tongues does not enable you to speak
  with creatures who don't speak. You can make
  yourself understood as far as your voice carries.
  This power does not predispose any creature
  addressed toward you in any way.
  ^ TRANSFORM TO INFORMATION GHOST
  Level:  Peacebringer 5/Red Truth Master 5
  Display:  Mental, Visual
  Manifestation  Time:  1 hour
  Range:  Personal
  Target:  You
  Duration:  Special
  Saving  Throw:  None
  Power  Resistance:  No
  Power  Point  Cost:  9
  One of the rarest powers among the yaom, this
  power transforms you into an information ghost for
  limited amount of time. To activate this power you
  must meditate for one hour without interruption. You
  spend the power points to activate this power at the
  beginning of your meditation. If you stop meditating
  before the hour is up, you lose the power points.
  Assuming you are able to meditate for one hour
  without interruption, your consciousness leaves
  your body as an information ghost, gaining the infor-
  mation ghost template described in Chapter 4. Your
  body remains where it is, unconscious until your
  consciousness returns. Your body breathes and still
  needs food and water while you are gone, so during
  extended sessions as an information ghost it is wise
  to have someone look after your body. If your body
  is attacked while you are an information ghost, you
  immediately know. If your body is killed while you
  are an information ghost you are stuck in that form
  forever; no one has ever managed to return from
  being trapped as an information ghost. 
  While in information ghost form you can act nor-
  mally, but take none of your equipment with you
  through the transformation. The duration of the
  transformation lasts for one hour, but 9 power
  points can be repeatedly spent to extend the dura-
  tion by one hour. When the duration ends or your
  Wisdom is reduced to 0 you automatically return to
  your body instantaneously. 
  CHANGES  TO  PSIONICS  •  •  •
  Because of the way psionics is represented in
  Dawning Star, telekinesis and other powers that
  manipulate the physical world are more difficult to
  use. They effectively require an individual to rewrite
  information in Red Truth.
  Not surprisingly, these rule changes make the
  battlemind advanced class much less suited for
  use. In the Dawning Star universe, psionics are not
  used in combat without highly specialized training.
  Modify the NPC stats from OPERATION QUICK
  LAUNCH with the following changes.
  Tentaari  Telepath:  1st-Level: Change lesser
  body adjustment to object reading. Power
  Points: 32
  Vaasi  Battle  Mind:  0th-level: Remove verve.
  1st-level: Change fire bolt to finger of fire, and
  change vigor to far punch.
  Add the following new powers to the telepath
  power list:
  1st-Level:  absorb information, call to mind,
  empathy.
  2nd-Level:  conceal thoughts, detect hostile
  intent, read thoughts.
  8
  DAWNING STAR•SEEING RED
  POWERS  IN  DAWNING  STAR
  The following powers are generally
  not available in Dawning Star:
  Burst, Claws of the bear, Electric
  charge, Finger of fire, Firebolt
  Firestorm, Greater bioweapon
  Lesser bioweapon, Lesser body
  attunement, Lightning strike
  Metaphysical weapon,
  Psychofeedback, Verve, Vigor,
  Whitefire
  The following powers are one level
  higher in Dawning Star:
  Concussion, Control object, Far hand,
  Far punch, Lesser concussion,
  Levitate. Mind bolts, Telekinesis
  
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  Open Game License v 1.0 Copyright 2000, Wizards of the
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  System Reference Document Copyright 2000-2003,
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
  Cook, Skip Williams, Rich Baker, Andy Collins, David
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
  Thomas Reid, James Wyatt, based on original material by
  E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004,
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff
  Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
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  DAWNING STAR•SEEING RED
  9
  
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