diff --git a/img/.DS_Store b/img/.DS_Store old mode 100755 new mode 100644 index d54fac5..660e900 Binary files a/img/.DS_Store and b/img/.DS_Store differ diff --git a/img/chanicoid-level-progression.png b/img/chanicoid-level-progression.png new file mode 100644 index 0000000..1535699 Binary files /dev/null and b/img/chanicoid-level-progression.png differ diff --git a/img/time-priest-level-progression.png b/img/time-priest-level-progression.png new file mode 100644 index 0000000..473a152 Binary files /dev/null and b/img/time-priest-level-progression.png differ diff --git a/module.json b/module.json old mode 100755 new mode 100644 index e20643e..ad97b36 --- a/module.json +++ b/module.json @@ -1,42 +1,40 @@ { - "name": "planar-compass-classes", - "title": "Planar Compass Class Options", - "description": "This is a compendium which incorporates the Planar Compass Zine Classes from the great minds at Planar Compass.", - "author": "JustintheJaguar", - "version": "1.0", - "minimumCoreVersion": "0.5.5", - "compatibleCoreVersion": "10", - "compatibility": { - "minimum": "10", - "verified": "10.288", - "maximum": "10" - }, - "authors": [ - { - "name": "JustintheJaguar" - } - ], - "packs": [ - { - "name": "items", - "label": "Planar Compass Classes and Psionics", - "path": "packs/items.db", - "entity": "Item", - "system": ["ose"], - "type": "Item", - "module": "planar-compass-classes" - }, - { - "name": "journalentries", - "label": "Planar Compass Progression and Psionics", - "path": "packs/journalentries.db", - "entity": "JournalEntry", - "system": ["ose"], - "type": "JournalEntry", - "module": "planar-compass-classes" - } - ], + "title": "Planar Compass Class Options", + "description": "This is a compendium which incorporates the Planar Compass Zine Classes from the great minds at Planar Compass.", + "version": "version 11", + "compatibility": { + "minimum": "10", + "verified": "11.300", + "maximum": "11" + }, + "authors": [ + { + "name": "JustintheJaguar", + "flags": {} + } + ], + "packs": [ + { + "name": "items", + "label": "Planar Compass Classes and Psionics", + "path": "packs/items.db", + "system": "ose", + "type": "Item", + "private": false, + "flags": {} + }, + { + "name": "journalentries", + "label": "Planar Compass Progression and Psionics", + "path": "packs/journalentries.db", + "system": "ose", + "type": "JournalEntry", + "private": false, + "flags": {} + } + ], "url": "", "manifest": "", - "download": "" + "download": "", + "id": "planar-compass-classes" } \ No newline at end of file diff --git a/packs/.DS_Store b/packs/.DS_Store old mode 100755 new mode 100644 index 5008ddf..83d75e8 Binary files a/packs/.DS_Store and b/packs/.DS_Store differ diff --git a/packs/items.db b/packs/items.db index 7860d4a..aad1db0 100644 --- a/packs/items.db +++ b/packs/items.db @@ -6,21 +6,21 @@ {"name":"Shipwright (SW)","type":"ability","img":"icons/tools/smithing/hammer-maul-steel-grey.webp","data":{"pattern":"white","requirements":"astral-sailor","roll":"1d100","rollType":"below","rollTarget":60,"blindroll":false,"description":"
A roll is required to repair damage to a ship.
","save":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"PxqQojdX3Ghz8Uq5":3},"flags":{"cf":{"id":"temp_t41pkzvwlfl","path":"Classes#/CF_SEP/Onauk#/CF_SEP/Sailor Skills","color":"#000000"}},"_id":"6BiFEXEKjkgZWkKH"} {"name":"Swashbuckler","type":"ability","img":"icons/skills/melee/maneuver-sword-katana-yellow.webp","data":{"pattern":"white","requirements":"astral-sailor","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"The astral sailor has the following two benefits in battle:
\nAldhelsi have a 2-in-6 chance of locating a planar portal.
\n\n
Range: Self
\nPower Score: Wis - 3
\nInitial Cost: 1
\nMaintenance Cost: N/A
\nThis defensive power guards the thoughts of the psionic character to protect them from mental attacks and contact (see Contact from Attack in Powers & Energy).
\nAdditional power: The psionic character is able to initiate another psionic power on the same round as thought shield.
\n","save":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"PxqQojdX3Ghz8Uq5":3},"flags":{"cf":{"id":"temp_xlzozetgb4k","path":"Psionic Powers","color":"#0a00ff"}},"_id":"6kk6AW4FJ7dhxLDv"} {"name":"Safe Harbor","type":"ability","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"pattern":"white","requirements":"astral-sailor","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"
The astral sailor has a series of contacts across the planes from their travels. They have a 3-in-4 chance of finding a free (however modest) place to sleep and a 2- in-4 chance of finding someone with valuable information.
\nRange: 150’
\nPower Score: Wis - 4
\nInitial Cost: 7
\nMaintenance Cost: N/A
\nThis power is an overwhelming mental attack that makes contact (see Contact from Attack, p45) with another psionic character’s mind.
\nSynapse squeeze: If the target’s mind has already been contacted, they must save vs paralysis or suffer 1d8 damage.
\nRange: Self
\nPower Score: Wis - 3
\nInitial Cost: 4
\nMaintenance Cost: N/A
\nThis defensive power creates a 9’ radius around the psionic character that protects the individuals within it. Those within the radius use the psionic character’s power score for intellect fortress to defend against mental attacks and contact (see Contact from Attack, p45).
\nAdditional power: The psionic character is able to initiate another psionic power on the same round as intellect fortress.
\nRange: 120/240/360’
\nPower Score: WIS - 4
\nInitial Cost: 4
\nMaintenance Cost: N/A
\nThis power is a mental attack that makes contact (see Contact from Attack, p45) with another psionic character’s mind. It has the following effects:
\nThere are three ranges that effect the power score of ego whip:
\nIn dangerous situations the astral sailor can attempt to identify, carry, and get away with the most valuable treasure.
","save":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"PxqQojdX3Ghz8Uq5":3},"flags":{"cf":{"id":"temp_3o267j934yc","path":"Classes#/CF_SEP/Astral Sailor#/CF_SEP/Sailor Skills","color":"#000000"}},"_id":"85cNWWWdgWpUErV8"} {"name":"Telekinesis","type":"ability","img":"icons/magic/unholy/hands-circle-light-green.webp","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"Range: 90’
\nPower Score: Wis - 3
\nInitial Cost: 3+
\nMaintenance Cost: 1+/round
\nBy concentrating, the psionic character is able to move objects or creatures by the power of thought.
\nRange: Self
\nPower Score: Wis - 2
\nInitial Cost: 6
\nMaintenance Cost: N/A
\nThis defensive power creates a 3’ radius of protection against mental attacks and contact (see Contact from Attack in Powers & Energy). Additional power: The psionic character is able to initiate another psionic power on the same round as tower of iron will.
\nIn dangerous situations the astral sailor can attempt to identify, carry, and get away with the most valuable treasure.
","save":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"PxqQojdX3Ghz8Uq5":3},"flags":{"cf":{"id":"temp_t41pkzvwlfl","path":"Classes#/CF_SEP/Onauk#/CF_SEP/Sailor Skills","color":"#000000"}},"_id":"9QlNlW2kEOSuEaiX"} {"name":"Shape Alteration","type":"ability","img":"icons/magic/light/explosion-star-glow-silhouette.webp","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"Range: Self
\nPower Score: Con - 6
\nInitial Cost: 21
\nMaintenance Cost: 1/round
\nThe psionic character can transform their body into an object or living thing as long as it is of similar mass. This transformation has the following effect:
\nRange: 6’
\nPower Score: Int - 5
\nInitial Cost: 20
\nMaintenance Cost: 10/hour
\nThis power can change the material of an object at the rate of one ounce an hour.
\nRange: 45’
\nPower Score: Int - 3
\nInitial Cost: 6
\nMaintenance Cost: 5/round
\nThe psionic character can weaken a substance by moving its molecules around at the rate two square inches per round.
\nRange: N/A
\nPower Score: CON - 2
\nInitial Cost: 8
\nMaintenance Cost: 4/turn
\nThis power allows the psionic character to travel long distances by passing through a pocket dimension. They can travel at the rate of 21 miles a turn.
\nA roll is required to avoid getting lost in the vastness of the Astral sea.
","save":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"PxqQojdX3Ghz8Uq5":3},"flags":{"cf":{"id":"temp_t41pkzvwlfl","path":"Classes#/CF_SEP/Onauk#/CF_SEP/Sailor Skills","color":"#000000"}},"_id":"EWhYWzETGUlWklwT"} @@ -28,8 +28,8 @@ {"name":"Body Control","type":"ability","img":"icons/magic/life/heart-cross-strong-purple-orange.webp","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"Range: Self
\nPower Score: CON - 4
\nInitial Cost: 7
\nMaintenance Cost: 5/turn
\n\n
The psionic character is able to adapt their body to survive in a hostile environment such as fire, water, acid, or poison.
\nRange: Self
\nPower Score: CON - 3
\nInitial Cost: 2
\nMaintenance Cost: 2/round
\nAllows the psionic character to adjust their weight so that they may walk on water, quicksand, etc.
\nAn astral sailor of 4th level or higher gains a +2 bonus to saves when resisting the effects of whatever plane they are on.
\nRange: 120’
\nPower Score: WIS - 1
\nInitial Cost: 2
\nMaintenance Cost: 1/turn
\nObjects enchanted for evil purposes or living beings with evil intentions are revealed by the aura.
\nRange: Unlimited
\nPower Score: WIS - 3
\nInitial Cost: 6
\nMaintenance Cost: 4/round
\nAllows the psionic character to hear clearly up to a certain range in a certain direction. The range of the power affects the power score modifier as per the table below:
\nRange | \nPower Score Modifier | \n
300' | \n0 | \n
3,000' | \n-2 | \n
10 miles | \n-4 | \n
100 miles | \n-6 | \n
1,000 miles | \n-8 | \n
10,000 miles | \n-10 | \n
Interplanetary | \n-12 | \n
","save":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"PxqQojdX3Ghz8Uq5":3},"flags":{"cf":{"id":"temp_xlzozetgb4k","path":"Psionic Powers","color":"#0a00ff"}},"_id":"LefbspLcLpUWJ1Em"} {"name":"Shipwright (SW)","type":"ability","img":"icons/tools/smithing/hammer-maul-steel-grey.webp","data":{"pattern":"white","requirements":"astral-sailor","roll":"1d100","rollType":"below","rollTarget":60,"blindroll":false,"description":"
A roll is required to repair damage to a ship.
","save":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"PxqQojdX3Ghz8Uq5":3},"flags":{"cf":{"id":"temp_3o267j934yc","path":"Classes#/CF_SEP/Astral Sailor#/CF_SEP/Sailor Skills","color":"#000000"}},"_id":"MzjlS19o4ZkK02Cx"} @@ -46,7 +46,7 @@ {"name":"Mind Blank (D)","type":"ability","img":"icons/magic/control/silhouette-aura-energy.webp","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"Range: Self
\nPower Score: Wis - 7
\nInitial Cost: 0
\nMaintenance Cost: N/A
\nThis defensive power masks the mind of a psionic character from attacks and contact (see Contact from Attack, p45). Mind blank is always on for those who know it unless they specifically choose it not to be or are using a different defense mode.
\nOther species often find onauks to be alien and difficult to communicate with. Reaction checks for creatures that are not onauks or aldhelsi suffer a -1 penalty. (see Monster Reaction Roll, under Encounters in OSE Core Rules)
\nRange: Self
\nPower Score: CON - 3
\nInitial Cost: 9
\nMaintenance Cost: 4/round
\nOne of the psionic character’s limbs becomes a weapon of their choosing. The limb takes on the material of the weapon (wood, steel, etc).
\nRange: 120’
\nPower Score: Wis - 6
\nInitial Cost: Contact
\nMaintenance Cost: varies
\nThe psionic character is able to dominate (see Contact, in Power & Energy) up to 5 creatures. Each target must be dominated separately and the maintenance cost for each must be paid at the rate of two times the target’s hit dice or level.
\nRange: Touch
\nPower Score: Wis - 4
\nInitial Cost: 10 Maintenance Cost: n/a
\n\n
This power can be used in two ways:
\nA roll is required to avoid getting lost in the vastness of the Astral sea.
","save":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"PxqQojdX3Ghz8Uq5":3},"flags":{"cf":{"id":"temp_3o267j934yc","path":"Classes#/CF_SEP/Astral Sailor#/CF_SEP/Sailor Skills","color":"#000000"}},"_id":"ZTdmrAwHFZkb5Uvj"} @@ -69,7 +69,7 @@ {"name":"Psionic Blast (A)","type":"ability","img":"icons/magic/unholy/orb-beam-pink.webp","data":{"pattern":"white","requirements":"","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"Range: 60/120/180’
\nPower Score: Wis - 5
\nInitial Cost: 10
\nMaintenance Cost: N/A
\nThis power is a dreadful mental attack that makes contact (see Contact from Attack, p45) with another psionic character’s mind. It has the following effect:
\nThere are three ranges that effect the power score of psionic blast:
\nRange: Self
\nPower Score: Con - 2
\nInitial Cost: 6
\nMaintenance Cost: 1/round
\nAllows the psionic character to increase their proportions by 50% per round up to four times their original size.
\n\n
Range: 60’
\nPower Score: INT - 1
\nInitial Cost: 2
\nMaintenance Cost: 1/turn
\nEnchanted objects, areas, or creatures are caused to glow. Both permanent and temporary enchantments are revealed.
\n\n
","save":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"PxqQojdX3Ghz8Uq5":3},"flags":{"cf":{"id":"temp_xlzozetgb4k","path":"Psionic Powers","color":"#0a00ff"}},"_id":"miMy0C1PqwNkOiqi"} -{"name":"#[CF_tempEntity]","type":"item","img":"systems/ose/assets/default/item.png","data":{"description":"","quantity":{"value":1,"max":0},"treasure":false,"cost":0,"weight":0,"containerId":"","isContainer":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"PxqQojdX3Ghz8Uq5":3},"flags":{"cf":{"id":"temp_t41pkzvwlfl","path":"Classes#/CF_SEP/Onauk#/CF_SEP/Sailor Skills","color":"#000000","name":"Sailor Skills","children":[null,null,null],"folderPath":["temp_mq5kxj6d55","temp_adhfnk8unmn"]}},"_id":"oFxFmuazefsiMfU3"} +{"name":"#[CF_tempEntity]","type":"item","img":"systems/ose/assets/default/item.png","effects":[],"folder":null,"sort":0,"flags":{"cf":{"id":"temp_t41pkzvwlfl","path":"Classes#/CF_SEP/Onauk#/CF_SEP/Sailor Skills","color":"#000000","name":"Sailor Skills","children":[],"folderPath":["temp_mq5kxj6d55","temp_adhfnk8unmn"],"fontColor":"#FFFFFF","icon":null,"sorting":"a","contents":["EWhYWzETGUlWklwT","9QlNlW2kEOSuEaiX","6BiFEXEKjkgZWkKH"],"version":"2.5.5"}},"_id":"oFxFmuazefsiMfU3","system":{"description":"","autoTags":[],"manualTags":[],"quantity":{"value":1,"max":0},"weight":0,"cost":0,"containerId":"","treasure":false,"isContainer":false},"ownership":{"default":0,"PxqQojdX3Ghz8Uq5":3},"_stats":{"systemId":"ose","systemVersion":"1.6.8","coreVersion":"10.288","createdTime":null,"modifiedTime":1667775426218,"lastModifiedBy":"TmxwZSjVycovamI9"}} {"name":"After Reaching 9th Level","type":"ability","img":"icons/sundries/books/book-open-red.webp","data":{"pattern":"white","requirements":"aldhelsi","roll":"","rollType":"result","rollTarget":0,"blindroll":false,"description":"
An aldhelsi may construct a stronghold on an island in the astral sea. Astral creatures within a 5 mile radius of the stronghold will become friendly to the aldhelsi. They may warn of intruders, carry messages and news, etc. In exchange for this friendship, the aldhelsi must protect the creatures from harm. An aldhelsi ruler may only hire aldhelsi mercenaries. Specialists and retainers of any race may be hired.
\nRange: Unlimited
\nPower Score: Wis - 4
\nInitial Cost: Contact
\nMaintenance Cost: 6/round
\nThis power grants the psionic character the ability to perceive and understand the thoughts of other living creatures.
\nMeaning: The psionic character understands the meaning of all thoughts even if they do not share the creature’s language.
\nRange: 10’
\nPower Score: CON - 4
\nInitial Cost: 30
\nMaintenance Cost: N/A
\nThe psionic character or a single creature is instantly transferred to another location up to 360’ distant. The destination may be selected in two ways:
\nStipulations: The following apply:
\nRange: Self
\nPower Score: Wis - 5
\nInitial Cost: 24
\nMaintenance Cost: N/A
\nThe psionic character is able to look into the future and see the most likely result of a plan or decision.
\nOnauk can spend 1 round in combat to try to go berserk. They make a save vs death. If they succeed they go berserk. Otherwise they can try again each round for up to ten rounds at which point they automatically succeed. Being berserk gives the Onauk the following attributes:
\nThese attributes end when the onauk is no longer berserk.
\nPlayer Knowledge
\nUpon entering berserk, the player should inform the referee of their character’s current hit points. The referee should then calculate the additional temporary hit points and keep track until berserk has ended.
\nOnauk can use all types of weapons and can use leather armor, chainmail, and shields.
\nRequirements: Minimum INT 9, minimum WIS 9, minimum CON 9 Prime requisite: WIS and CON
\nHit Dice: 1d6
\nMaximum level: 10
\nArmour: Any, including shields
\nWeapons: Any
\nLanguages: Alignment, Common, Aldhelsir, Gnoll, Hobgoblin, Onauki
\nAldhelsi are short, pale, and slender fey demihumans with pointed ears. They typically weigh about 100 pounds and are between 4 1/2 and 5 feet tall. Having been lost on the astral sea for generations, they seek endlessly for their home plane. Aldhelsi are fierce psionic warriors. Prime requisites: An aldhelsi with at least a 13 WIS and CON gains a 5% bonus to experience. An aldhelsi with a WIS of at least 16 and a CON of at least 13 receives a +10% XP bonus.
\nRequirements: None
\nPrime requisite: DEX
\nHit Dice: 1d6
\nMaximum level: 14
\nArmour: Leather, shields
\nWeapons: Any
\nLanguages: Alignment, Common
\nAstral sailors are adventurers who make their living on the sea of souls. They are skilled at astral navigation as well as survival on the hostile planes of the multiverse.
\nUsing Psionics
\nPower Scores: Each psionic power has a power score related to a basic attribute (INT, WIS, CON). The power score for each power is equal to its related ability plus or minus a modifier. As such a psionic power with a power score of “CON – 2” would have a power score of 2 less than the character’s constitution score.
\nPower Checks: When attempting to use a psionic power a character makes a check by rolling a d20. If the result is less than or equal to the power score of the psionic power, the character succeeds. If successful, the cost of the power is deducted from the pool of psionic energy. If the result is higher than the power score, the character fails to use their psionic power and half of the cost is deduced from the energy pool.
\nMaintaining Powers: Certain psionic powers can be maintained until the character decides to end them. The additional cost of maintaining the power is listed under its description.
\nPsionic Energy
\nEach psionic character has a pool of psionic energy that they expend to use their powers. The amount of energy they have to expend is determined by their experience and ability scores as detailed below.
\nSo a psion with a WIS of 16, INT of 17, and CON of 18 would have a starting psionic energy of 29 (24 + 2 + 3).
\nAbility Score | \nBase Potential | \nModifiers | \n
\n 12 or lower \n | \n20 | \n0 | \n
13-15 | \n22 | \n+1 | \n
16-17 | \n24 | \n+2 | \n
18 | \n26 | \n+3 | \n
Gaining a level: Psionic energy increases by 10 plus the WIS modifier. So a psion with a WIS of 16 gains 11 psionic energy on leveling (10 + 1).
\nRecovering Energy
\nPsionic energy is recovered by resting, depending on the activity, as listed on the table below.
\nActivity | \nEnergy Recovered | \n
Hard Exertion | \nnone | \n
Walking, riding | \n3/hr | \n
Sitting, resting | \n6/hr | \n
Sleeping | \n12/hr | \n
Contact
\nCertain psionic powers list contact as their initial cost. In such a case, contact must be made prior to the power being used. All psionic characters innately have the ability to contact others. The cost of contact is based on the hit dice or level of the target and is listed on the table below:
\nLevels or Hit Dice | \nPsionic Energy | \n
1-5 | \n3 | \n
6-10 | \n8 | \n
11-14 | \n13 | \n
Once contact is made the cost to maintain it is 1 energy per round. Certain powers such as attack modes also establish contact (see Contact from Attack, p45).
\nThe Target
\nNon psionic characters are automatically contacted. Psionic characters can be contacted if willing. Otherwise attack modes must be used.
\nPsionic Combat
\nA battle with psionic characters follows the same rules as normal combat (see Combat in Old-School Essentials Core Rules) with the addition of the following rules.
\nPowers in Combat
\nOnly one psionic power can be initiated per round with the following exceptions:
\nContested Psionics
\nWhen two characters engage in psionic combat, the two power checks are compared. The character with the higher successful roll wins. If neither power checks succeed or the rolls are equal than the defender wins.
\nAttack Modes
\n\n
Five specific psionic powers are used for attacking and establishing contact. They are:
\n Ego Whip (p50)
\n Id Insinuation (p51)
\n Mind Thrust (p53)
\n Psionic Blast (p54)
\n Psychic Crush (p54)
\nAttack modes are normal powers and count towards the total powers known.
\nTwo Attacks
\nUnlike other powers the same attack mode can be initiated twice per round. A power check is required for each attack.
\n\n
Attack Modifiers
\nThe potency of an attack mode depends on the defense mode being used against it. The table below shows the modifier to add or subtract to the attack mode’s power score depending on the defense mode being used.
\nDefense Modes
\nFive specific psionic powers are used for self defense. They are:
\n Intellect Fortress (p51)
\n Mental Barrier (p52)
\n Mind Blank (p52)
\n Thought Shield (p57)
\n Tower of Iron Will (p57)
\nEach psionic character starts off knowing one defense mode. Subsequent modes are learned upon leveling, as described in the class description.
\n\n | Intellect Fortress | \nMental Barrier | \nMind Blank | \nThought Shield | \nTower of Iron Will | \n
Ego Whip | \n-4 | \n-3 | \n+5 | \n0 | \n-5 | \n
Id Insinuation | \n-1 | \n+4 | \n-3 | \n+2 | \n-3 | \n
Mind Thrust | \n-4 | \n-4 | \n+5 | \n-2 | \n-5 | \n
Psionic Blast | \n-1 | \n0 | \n+2 | \n+3 | \n-2 | \n
Psychic Crush | \n-3 | \n-1 | \n+1 | \n-3 | \n-4 | \n
Requirements: Minimum INT 9, minimum CON 9
\nPrime requisite: INT and WIS Hit Dice: 1d4
\nMaximum level: 14
\nArmour: Leather, shields
\nWeapons: Dagger, Sword, Shortbow
\nLanguages: Alignment, Common
\nPsions are masters of the mind who are able to bend their will to manifest amazing powers. They are rare to come across, but their psychic powers are legendary.
\nPrime requisites: A psion with at least a 13 in one requisite gains a 5% bonus to experience. If both INT and WIS are 16 or higher, the psion gets a 10% bonus.
\nThe Classes and Psionic powers in this module were created by the great minds at Planar Compass.
\nIf you enjoy these creations, consider picking up their zines if you haven't already.
\nWriting, editing, and layout: D.M. Wilson
Writing and editing: Sarah Brunt
Art: Pencils & Ink by Chris Downey, Color by D.M. Wilson
Requirements: Minimum CON 9
\nPrime requisite: STR
\nHit Dice: 1d8
\nMaximum level: 9
\nArmour: Leather, chainmail, shields
\nWeapons: Any
\nLanguages: Alignment, Common, Onauki, Aldhelsir
\nOn their home plane the Onauk were masters of all they surveyed. But they were confined. Wandering aldhelsi, their sudden appearance revealing that new worlds awaited to be explored, bargained with the Onauk. In exchange for their aid in defense, the Aldhelsi showed the Onauks the ways of Astral travel.
\nThey are typically six to seven feet tall with blue or purple skin, horns, enlarged lower canines, and long ears.
\nBefore listing off these wonderful classes from the folks at Planar Compass, I just wanted to express that they have been doing incredible work on creating all the planar chaos your players could hope for, including planes, planar ships, planar monsters, and just plain fun. If you like the classes you see, feel free to support them at:
https://www.planarcompass.com
Enoy!
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"name":"Aldhelsi","type":"text","title":{"show":true,"level":1},"text":{"format":1,"content":"Requirements: Minimum INT 9, minimum WIS 9, minimum CON 9 Prime requisite: WIS and CON
Hit Dice: 1d6
Maximum level: 10
Armour: Any, including shields
Weapons: Any
Languages: Alignment, Common, Aldhelsir, Gnoll, Hobgoblin, Onauki
Aldhelsi are short, pale, and slender fey demihumans with pointed ears. They typically weigh about 100 pounds and are between 4 1/2 and 5 feet tall. Having been lost on the astral sea for generations, they seek endlessly for their home plane. Aldhelsi are fierce psionic warriors. Prime requisites: An aldhelsi with at least a 13 WIS and CON gains a 5% bonus to experience. An aldhelsi with a WIS of at least 16 and a CON of at least 13 receives a +10% XP bonus.
@UUID[Compendium.planar-compass-classes.items.w5wYQXUJmztCrswV]{Combat}
@UUID[Compendium.planar-compass-classes.items.NGOmtLXTeDF6pkaf]{Infravision}
@UUID[Compendium.planar-compass-classes.items.Zs4J9LJlVUiB4T5e]{Magic Resistance}
@UUID[Compendium.planar-compass-classes.items.jg1roxc2GYGOH6qy]{Planar Resistance}
@UUID[Compendium.planar-compass-classes.items.6gvZGQbKMkioWhqe]{Portal Guide}
@UUID[Compendium.planar-compass-classes.items.gBXoghGoX5YBMHsE]{Psionic Powers}
@UUID[Compendium.planar-compass-classes.items.pRnRAXI9nSxU5gxK]{After Reaching 9th Level}
@UUID[Compendium.planar-compass-classes.items.3rF4ja8ath9T9TGc]{Astral Projection}
@UUID[Compendium.planar-compass-classes.items.WKj6FnC9K5Sz4y3H]{Aura Alteration}
@UUID[Compendium.planar-compass-classes.items.G9wcKtcEaUApLHvX]{Body Control}
@UUID[Compendium.planar-compass-classes.items.GWg6jHP3PHhf5cz0]{Body Equilibrium}
@UUID[Compendium.planar-compass-classes.items.UsUfflcIRys02qiU]{Body Weaponry}
@UUID[Compendium.planar-compass-classes.items.FUEn5kM50ywxQtpy]{Cell Adjustment}
@UUID[Compendium.planar-compass-classes.items.LefbspLcLpUWJ1Em]{Clairaudience}
@UUID[Compendium.planar-compass-classes.items.iOuv2mhloazl2OeF]{Clairvoyance}
@UUID[Compendium.planar-compass-classes.items.KpSrLDPZXbNPPyeX]{Detect Evil}
@UUID[Compendium.planar-compass-classes.items.miMy0C1PqwNkOiqi]{Detect Magic}
@UUID[Compendium.planar-compass-classes.items.qaUXrMEHgYX02jWq]{Dimension Door}
@UUID[Compendium.planar-compass-classes.items.DVBR9nyuTcvqrtzv]{Dimension Walking}
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@UUID[Compendium.planar-compass-classes.items.qHXQNjmodGdjNAi2]{ESP}
@UUID[Compendium.planar-compass-classes.items.82F2LUdmogXPXtAE]{Ego Whip (A)}
@UUID[Compendium.planar-compass-classes.items.jzg4YVY0E2aoHYcF]{Empathy}
@UUID[Compendium.planar-compass-classes.items.d2Z8rZpM2VI44I7y]{Energy Control}
@UUID[Compendium.planar-compass-classes.items.mSymIhIxg8FIAauV]{Expansion}
@UUID[Compendium.planar-compass-classes.items.wTeyj2ndXcrKuuRi]{Hypnosis}
@UUID[Compendium.planar-compass-classes.items.STDci4MEIrZgDA6U]{Id Insinuation (A)}
@UUID[Compendium.planar-compass-classes.items.7NuTr7QCUeZ0Hv2E]{Intellect Fortress}
@UUID[Compendium.planar-compass-classes.items.OkfGoYEIhIJ448PK]{Invisibility}
@UUID[Compendium.planar-compass-classes.items.bt6UU5vbR7R8gPhn]{Levitation}
@UUID[Compendium.planar-compass-classes.items.VwjxF4BSR0kieJrA]{Mass Domination}
@UUID[Compendium.planar-compass-classes.items.0qkq75WLtaSAa1ci]{Mental Barrier (D)}
@UUID[Compendium.planar-compass-classes.items.OKUHmi4J5aJvbgO3]{Mind Bar}
@UUID[Compendium.planar-compass-classes.items.TlDJDnEFCKFJlZ24]{Mind Blank (D)}
@UUID[Compendium.planar-compass-classes.items.4zVZtz33z2pku4YT]{Mind Link}
@UUID[Compendium.planar-compass-classes.items.3AOh30MGibYMKzhu]{Mind Over Body}
@UUID[Compendium.planar-compass-classes.items.NwAROM6dVFUhxiMa]{Mind Thrust (A)}
@UUID[Compendium.planar-compass-classes.items.gPwQOC5jiXcGbdMb]{Molecular Agitation}
@UUID[Compendium.planar-compass-classes.items.Bb1qCDEAL1Z10TIo]{Molecular Manipulation}
@UUID[Compendium.planar-compass-classes.items.B4urwArEsb5tkhdz]{Molecular Rearrangement}
@UUID[Compendium.planar-compass-classes.items.wXQAdTdARvVrX5fR]{Precognition}
@UUID[Compendium.planar-compass-classes.items.l72OePVgjg2dzMDl]{Psionic Blast (A)}
@UUID[Compendium.planar-compass-classes.items.7CHIhC3h5pXC9yhl]{Psychic Crush (A)}
@UUID[Compendium.planar-compass-classes.items.ij0CisXWp4Hl2bCH]{Reduction}
@UUID[Compendium.planar-compass-classes.items.9iWxm4JL4kQSzf3t]{Shape Alteration}
@UUID[Compendium.planar-compass-classes.items.ijy1GxnM6X0vKabI]{Suspend Animation}
@UUID[Compendium.planar-compass-classes.items.8fn9oEwkgGf0E1Zk]{Telekinesis}
@UUID[Compendium.planar-compass-classes.items.NlCaI6j5MxBbplsQ]{Telempathic Projection}
@UUID[Compendium.planar-compass-classes.items.kvhs82q1BgxrSgfV]{Teleport}
@UUID[Compendium.planar-compass-classes.items.6kk6AW4FJ7dhxLDv]{Thought Shield (D)}
@UUID[Compendium.planar-compass-classes.items.937ewOGCUkETxTub]{Tower of Iron Will (D)}
","markdown":""},"_id":"LK5GZvQA0SWplNSK","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":100000,"ownership":{"default":-1},"flags":{"core":{"sourceId":"Compendium.planar-compass-classes.journalentries.OoIqOKf6CilOlccF.JournalEntryPage.LK5GZvQA0SWplNSK"}}},{"name":"Astral Sailor","type":"text","title":{"show":true,"level":1},"text":{"format":1,"content":"Requirements: None
Prime requisite: DEX
Hit Dice: 1d6
Maximum level: 14
Armour: Leather, shields
Weapons: Any
Languages: Alignment, Common
Astral sailors are adventurers who make their living on the sea of souls. They are skilled at astral navigation as well as survival on the hostile planes of the multiverse.
@UUID[Compendium.planar-compass-classes.items.HuhWSBgqIDDU8Owu]{Astral Fortitude}
@UUID[Compendium.planar-compass-classes.items.bJwCeMY6gHBFrqQM]{Combat}
@UUID[Compendium.planar-compass-classes.items.6xTCJB1Z7PWbhaXH]{Safe Harbor}
@UUID[Compendium.planar-compass-classes.items.uBBCyJwJ5MPXi1JF]{Sailor Skills}
@UUID[Compendium.planar-compass-classes.items.6PohvfvCHlM4sb8P]{Swashbuckler}
@UUID[Compendium.planar-compass-classes.items.ZTdmrAwHFZkb5Uvj]{Astral Navigation (AN)}
@UUID[Compendium.planar-compass-classes.items.NGaneAXHhYSu7hKJ]{Cartography (CT)}
@UUID[Compendium.planar-compass-classes.items.agc4h50yAZW2vPgX]{Fortune Telling (FT)}
@UUID[Compendium.planar-compass-classes.items.acIYGaYjA3EnmEgS]{Heraldry}
@UUID[Compendium.planar-compass-classes.items.85cNWWWdgWpUErV8]{Looting}
@UUID[Compendium.planar-compass-classes.items.MzjlS19o4ZkK02Cx]{Shipwright (SW)}
@UUID[Compendium.planar-compass-classes.items.hdaEkwlRvWqxBlb8]{Signaling}
Requirements: Minimum CON 9
Prime requisite: STR
Hit Dice: 1d8
Maximum level: 9
Armour: Leather, chainmail, shields
Weapons: Any
Languages: Alignment, Common, Onauki, Aldhelsir
On their home plane the Onauk were masters of all they surveyed. But they were confined. Wandering aldhelsi, their sudden appearance revealing that new worlds awaited to be explored, bargained with the Onauk. In exchange for their aid in defense, the Aldhelsi showed the Onauks the ways of Astral travel.
They are typically six to seven feet tall with blue or purple skin, horns, enlarged lower canines, and long ears.
@UUID[Compendium.planar-compass-classes.items.xf8mc4GUvIao2Q51]{Berserk}
@UUID[Compendium.planar-compass-classes.items.TnIEZ3NVigZT9Fwr]{Charisma}
@UUID[Compendium.planar-compass-classes.items.xle9Z75Ony2XeBZY]{Combat}
@UUID[Compendium.planar-compass-classes.items.T2gsN7apksiP5fh9]{Infravision}
@UUID[Compendium.planar-compass-classes.items.PqvougP1t8XWupfX]{Sailor Skills}
@UUID[Compendium.planar-compass-classes.items.EWhYWzETGUlWklwT]{Astral Navigation (AN)}
@UUID[Compendium.planar-compass-classes.items.9QlNlW2kEOSuEaiX]{Looting}
@UUID[Compendium.planar-compass-classes.items.6BiFEXEKjkgZWkKH]{Shipwright (SW)}
Using Psionics
\nPower Scores: Each psionic power has a power score related to a basic attribute (INT, WIS, CON). The power score for each power is equal to its related ability plus or minus a modifier. As such a psionic power with a power score of “CON – 2” would have a power score of 2 less than the character’s constitution score.
\nPower Checks: When attempting to use a psionic power a character makes a check by rolling a d20. If the result is less than or equal to the power score of the psionic power, the character succeeds. If successful, the cost of the power is deducted from the pool of psionic energy. If the result is higher than the power score, the character fails to use their psionic power and half of the cost is deduced from the energy pool.
\nMaintaining Powers: Certain psionic powers can be maintained until the character decides to end them. The additional cost of maintaining the power is listed under its description.
\nPsionic Energy
\nEach psionic character has a pool of psionic energy that they expend to use their powers. The amount of energy they have to expend is determined by their experience and ability scores as detailed below.
\nSo a psion with a WIS of 16, INT of 17, and CON of 18 would have a starting psionic energy of 29 (24 + 2 + 3).
\nAbility Score | \nBase Potential | \nModifiers | \n
\n 12 or lower \n | \n20 | \n0 | \n
13-15 | \n22 | \n+1 | \n
16-17 | \n24 | \n+2 | \n
18 | \n26 | \n+3 | \n
Gaining a level: Psionic energy increases by 10 plus the WIS modifier. So a psion with a WIS of 16 gains 11 psionic energy on leveling (10 + 1).
\nRecovering Energy
\nPsionic energy is recovered by resting, depending on the activity, as listed on the table below.
\nActivity | \nEnergy Recovered | \n
Hard Exertion | \nnone | \n
Walking, riding | \n3/hr | \n
Sitting, resting | \n6/hr | \n
Sleeping | \n12/hr | \n
Contact
\nCertain psionic powers list contact as their initial cost. In such a case, contact must be made prior to the power being used. All psionic characters innately have the ability to contact others. The cost of contact is based on the hit dice or level of the target and is listed on the table below:
\nLevels or Hit Dice | \nPsionic Energy | \n
1-5 | \n3 | \n
6-10 | \n8 | \n
11-14 | \n13 | \n
Once contact is made the cost to maintain it is 1 energy per round. Certain powers such as attack modes also establish contact (see Contact from Attack, p45).
\nThe Target
\nNon psionic characters are automatically contacted. Psionic characters can be contacted if willing. Otherwise attack modes must be used.
\nPsionic Combat
\nA battle with psionic characters follows the same rules as normal combat (see Combat in Old-School Essentials Core Rules) with the addition of the following rules.
\nPowers in Combat
\nOnly one psionic power can be initiated per round with the following exceptions:
\nContested Psionics
\nWhen two characters engage in psionic combat, the two power checks are compared. The character with the higher successful roll wins. If neither power checks succeed or the rolls are equal than the defender wins.
\nAttack Modes
\n\n
Five specific psionic powers are used for attacking and establishing contact. They are:
\n Ego Whip (p50)
\n Id Insinuation (p51)
\n Mind Thrust (p53)
\n Psionic Blast (p54)
\n Psychic Crush (p54)
\nAttack modes are normal powers and count towards the total powers known.
\nTwo Attacks
\nUnlike other powers the same attack mode can be initiated twice per round. A power check is required for each attack.
\n\n
Attack Modifiers
\nThe potency of an attack mode depends on the defense mode being used against it. The table below shows the modifier to add or subtract to the attack mode’s power score depending on the defense mode being used.
\nDefense Modes
\nFive specific psionic powers are used for self defense. They are:
\n Intellect Fortress (p51)
\n Mental Barrier (p52)
\n Mind Blank (p52)
\n Thought Shield (p57)
\n Tower of Iron Will (p57)
\nEach psionic character starts off knowing one defense mode. Subsequent modes are learned upon leveling, as described in the class description.
\n\n | Intellect Fortress | \nMental Barrier | \nMind Blank | \nThought Shield | \nTower of Iron Will | \n
Ego Whip | \n-4 | \n-3 | \n+5 | \n0 | \n-5 | \n
Id Insinuation | \n-1 | \n+4 | \n-3 | \n+2 | \n-3 | \n
Mind Thrust | \n-4 | \n-4 | \n+5 | \n-2 | \n-5 | \n
Psionic Blast | \n-1 | \n0 | \n+2 | \n+3 | \n-2 | \n
Psychic Crush | \n-3 | \n-1 | \n+1 | \n-3 | \n-4 | \n
Requirements: Minimum INT 9, minimum CON 9
Prime requisite: INT and WIS Hit Dice: 1d4
Maximum level: 14
Armour: Leather, shields
Weapons: Dagger, Sword, Shortbow
Languages: Alignment, Common
Psions are masters of the mind who are able to bend their will to manifest amazing powers. They are rare to come across, but their psychic powers are legendary.
Prime requisites: A psion with at least a 13 in one requisite gains a 5% bonus to experience. If both INT and WIS are 16 or higher, the psion gets a 10% bonus.
@UUID[Compendium.planar-compass-classes.items.kwZR8Kebf24hnP4n]{Combat}
@UUID[Compendium.planar-compass-classes.items.uY2w3xOn9JOoHmc1]{Psionic Powers} - see below progression:
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@UUID[Compendium.planar-compass-classes.items.WKj6FnC9K5Sz4y3H]{Aura Alteration}
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@UUID[Compendium.planar-compass-classes.items.LefbspLcLpUWJ1Em]{Clairaudience}
@UUID[Compendium.planar-compass-classes.items.iOuv2mhloazl2OeF]{Clairvoyance}
@UUID[Compendium.planar-compass-classes.items.KpSrLDPZXbNPPyeX]{Detect Evil}
@UUID[Compendium.planar-compass-classes.items.miMy0C1PqwNkOiqi]{Detect Magic}
@UUID[Compendium.planar-compass-classes.items.qaUXrMEHgYX02jWq]{Dimension Door}
@UUID[Compendium.planar-compass-classes.items.DVBR9nyuTcvqrtzv]{Dimension Walking}
@UUID[Compendium.planar-compass-classes.items.OKmvhzualVxu1zVe]{Domination}
@UUID[Compendium.planar-compass-classes.items.qHXQNjmodGdjNAi2]{ESP}
@UUID[Compendium.planar-compass-classes.items.82F2LUdmogXPXtAE]{Ego Whip (A)}
@UUID[Compendium.planar-compass-classes.items.jzg4YVY0E2aoHYcF]{Empathy}
@UUID[Compendium.planar-compass-classes.items.d2Z8rZpM2VI44I7y]{Energy Control}
@UUID[Compendium.planar-compass-classes.items.mSymIhIxg8FIAauV]{Expansion}
@UUID[Compendium.planar-compass-classes.items.wTeyj2ndXcrKuuRi]{Hypnosis}
@UUID[Compendium.planar-compass-classes.items.STDci4MEIrZgDA6U]{Id Insinuation (A)}
@UUID[Compendium.planar-compass-classes.items.7NuTr7QCUeZ0Hv2E]{Intellect Fortress}
@UUID[Compendium.planar-compass-classes.items.OkfGoYEIhIJ448PK]{Invisibility}
@UUID[Compendium.planar-compass-classes.items.bt6UU5vbR7R8gPhn]{Levitation}
@UUID[Compendium.planar-compass-classes.items.VwjxF4BSR0kieJrA]{Mass Domination}
@UUID[Compendium.planar-compass-classes.items.0qkq75WLtaSAa1ci]{Mental Barrier (D)}
@UUID[Compendium.planar-compass-classes.items.OKUHmi4J5aJvbgO3]{Mind Bar}
@UUID[Compendium.planar-compass-classes.items.TlDJDnEFCKFJlZ24]{Mind Blank (D)}
@UUID[Compendium.planar-compass-classes.items.4zVZtz33z2pku4YT]{Mind Link}
@UUID[Compendium.planar-compass-classes.items.3AOh30MGibYMKzhu]{Mind Over Body}
@UUID[Compendium.planar-compass-classes.items.NwAROM6dVFUhxiMa]{Mind Thrust (A)}
@UUID[Compendium.planar-compass-classes.items.gPwQOC5jiXcGbdMb]{Molecular Agitation}
@UUID[Compendium.planar-compass-classes.items.Bb1qCDEAL1Z10TIo]{Molecular Manipulation}
@UUID[Compendium.planar-compass-classes.items.B4urwArEsb5tkhdz]{Molecular Rearrangement}
@UUID[Compendium.planar-compass-classes.items.wXQAdTdARvVrX5fR]{Precognition}
@UUID[Compendium.planar-compass-classes.items.l72OePVgjg2dzMDl]{Psionic Blast (A)}
@UUID[Compendium.planar-compass-classes.items.7CHIhC3h5pXC9yhl]{Psychic Crush (A)}
@UUID[Compendium.planar-compass-classes.items.ij0CisXWp4Hl2bCH]{Reduction}
@UUID[Compendium.planar-compass-classes.items.9iWxm4JL4kQSzf3t]{Shape Alteration}
@UUID[Compendium.planar-compass-classes.items.ijy1GxnM6X0vKabI]{Suspend Animation}
@UUID[Compendium.planar-compass-classes.items.8fn9oEwkgGf0E1Zk]{Telekinesis}
@UUID[Compendium.planar-compass-classes.items.NlCaI6j5MxBbplsQ]{Telempathic Projection}
@UUID[Compendium.planar-compass-classes.items.kvhs82q1BgxrSgfV]{Teleport}
@UUID[Compendium.planar-compass-classes.items.6kk6AW4FJ7dhxLDv]{Thought Shield (D)}
@UUID[Compendium.planar-compass-classes.items.937ewOGCUkETxTub]{Tower of Iron Will (D)}
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