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A Psionics System

Basic Concepts

Psionically Active: A creature or object is Maintenance: A manifested power lasts one


psionically active if it possesses psionic round unless it is maintained. To maintain a
powers and has a power pool that may be power, the psionically active creature must
used for any purpose other than defense in dedicate dice from their power pool to the
psionic combat, even if that pool’s total is 0. power. The dedicated dice do not count
towards the psionically active creature’s
Power Pool: Psionically active creatures have current power pool, but are not expended.
a power pool that when fully rested is equal to When the power is dismissed, the dice return
their hit dice. Non-psionic creatures use a to the pool.
power pool equal to half their hit dice (round
up) when resisting psionic combat only. Arts: Arts are simple psionic powers. It costs
Psionic creatures gradually expend dice from two dice from a power pool to maintain them.
their power pool, which they recover by Dice that come up with values of 1 or 2 are
resting, or by absorbing psionic energy from discarded when manifesting arts.
other creatures and certain objects.
Sciences: Sciences are psionic powers of
Manifesting: To activate a power, a moderate complexity. It costs four dice from a
psionically active creature chooses dice from power pool to maintain them. Dice that come
their power pool and rolls them. The dice are up with values of 4 or lower are discarded
summed, and the number must exceed the when manifesting sciences.
power’s target number to manifest. The
Grand Arts: Grand Arts are the pinnacle of
creature may roll any number of dice up to
psionic prowess. It costs eight dice from a
the current number in their power pool.
power pool to maintain them. Dice that come
When manifesting powers, dice with values
up with values of 8 or lower are discarded
below a certain threshold are expended and
when manifesting grand arts.
removed from the power pool until the
psionically active creature rests. The threshold Magic and Psionics: Magic and psionics are
varies depending upon the type of power – interchangeable. An effect that blocks or
whether it is an art, science, or grand art. It dismisses magic works on psionic powers. If
takes an action to manifest a power. level is important, the level of a psionic power
is ½ the mastery level used to manifest it.
Mastery Level: The number of dice a Saves vs. psionic effects count as saves vs.
psionically active creature chooses to roll to spells in systems with multiple saving throws.
activate the power. The Magic-User’s bonus to saves vs. spells in
Swords and Wizardry applies to psionic
effects.
Psionic Combat

Any psionically active creature may engage in Participating in psionic combat does not
psionic combat, even with creatures that are count as manifesting a power, and does not
not themselves psionically active. Creatures cause dice used in it to be expended.
must have minds, even if very rudimentary
ones. Constructs, unintelligent undead, and Each side rolls their current power pool. They
most plants are immune to psionic combat. may choose to only roll a portion of their
available power pool if they wish. Each roll is
To begin psionic combat, a psionically active
summed, with the higher total winning the
creature must have line of sight, or must be
combat.
able to perceive the creature through some
other means (clairvoyance, seeing through If the attacker wins, the defender comes
dimensions, a psionic scan, etc.) under their psionic control. If the attack
mode causes any additional effects, they take
Creatures attacking in psionic combat are
place. The effects of attack modes that endure
dazed during the round psionic combat
beyond the initial attack last so long as psionic
occurs – they may not move or act, but are
control is maintained.
not helpless for the purposes of being easily
coup-de-graced. If the defender wins, the attacker loses a die
from their power pool and is stunned for one
Psionic combat occurs in normal initiative
round. Any psionic control the attacker is
order.
exerting over other creatures ceases
immediately. The defender may move and act
Mechanics normally (including launching their own
psionic counter-attack if they wish to and are
The psionic attacker chooses a target and an capable.
attack mode. The defender chooses a defence
mode, if they possess any. Only one attack or Summary
defense mode may be chosen by each side in a
single exchange of psionic combat. If the Step Action
1 Attacker chooses target and attack mode
defender is not aware of the attacker, is
2 Defender chooses defence mode
surprised, stunned, asleep, unconscious, etc., 3 Spellcasters defending choose whether to
they may only defend themselves if they sacrifice memorised spells
possess the Cognitive Labyrinth defence 4 Each side rolls their current power pool
mode. and sums the rolled dice
5 The attacker either establishes psionic
control or is rebuffed and loses a die from
Spellcasters with memorised spells may the current power pool
choose to sacrifice memorised spells to add a
bonus to their defense roll equal to the total
levels of memorised spells sacrificed.
Attack Modes Defence Modes

Mental Stab: Mental stab is a blast of focused Barrier Mantra: The defender fills their mind
psionic energy lashing out at the conscious with repetitive images and phrases which
thoughts of the opponent. The die type used provide a decoy for the attack. If the defender
by the attacker is upgraded by two using the loses the psionic combat, they are stunned for
following scale. 1d4 – 1d6 – 1d8 – 1d10 – one round instead of falling under the psionic
1d12 – 1d20 control of the attacker.

Personality Invasion: The attacker attempts Blank Mind: The defender empties their
to replace the defender’s personality with their mind to make it harder for attackers to locate.
own by merging their minds. Upon a The attacker must make a saving throw. If
successful mental attack the target is mentally they fail the saving throw, the attack
possessed by the attacker, who may operate automatically fails, and they lose a die from
their body as if it was their own. The puppet their current power pool.
receives a saving throw if commanded to
perform actions that endanger themselves. Cognitive Labyrinth: The defender’s mind is
a warren of mental traps and illusions. The
Psionic Wave: The attacker radiates a wave defender may defend even when unconscious,
of willpower targeting multiple opponents. surprised, resting, asleep, dazed, etc. so long
The attacker may attack as many multiple as they are not already under psionic control.
opponents simultaneously as they wish. Each
defender rolls their defence separately. Upon a Imagination Swarm: The defender creates a
successful attack, the attacker may take swarm of decoy-thoughts that lure the
psionic control of all of the defenders attacker through others’ minds. The defender
simultaneously, but must dedicate one die may choose to draw allied non-psionic
from their power pool per defender. When creatures into the psionic combat. The
relinquishing psionic control, all defenders defenders count as conducting a group
must be released simultaneously. psionic operation but don’t need to spend an
action to join it. The allies are dazed for one
Subconscious Subversion: The target’s round. If the attack is still successful, then the
basest impulses are turned against itself. Upon attack affects all equally. Psionically active
a successful attack, the defender is frightened, creatures may also use this defence mode to
as per the Fear spell. This effect persists even participate in a psionic combat that is
after the attacker ceases psionic control. targeting an ally they can see.
Synaptic Overload: The target’s own psionic Pinnacle of Will: The defender beats back
energy is redirected against itself by the force the attack through sheer willpower. The die
of the attacker’s will. Upon a successful attack, type used by the defender is upgraded by one
the defender takes damage equal to the sum using the following scale: 1d4 – 1d6 – 1d8 –
of the dice it rolled to defend itself. 1d10 – 1d12 – 1d20
Psionic Control Group Psionic Operations
Psionic control is the state a creature is in Psionically active creatures may link minds
when their mind has been successfully with psionically active allies they can perceive.
attacked through psionic combat. Each participant involved spends an action to
do so and dedicates a die from their current
Once established, psionic control over a power pool to maintain the effect. This is
creature may be maintained indefinitely by called a “mental link”. Mental links, once
dedicating a die from the controller`s current established, may be maintained over any
power pool to it. A creature under psionic distance.
control has their current power pool reduced
to 0, and is stunned. They automatically fail The current power pools of all participants in
saving throws against further psionic powers a mental link are added together into a single
used by the controller until the controller current power pool used by all participants.
relinquishes control. Dice may be added to any manifestation roll
or psionic combat roll, or dedicated to
Any psionic powers the creature is maintaining any power, by any of the
maintaining cease when psionic control is participants.
established over it, and dice used to maintain
them are expended. The effects of psionic combat flow through
Psionically attacking a creature under psionic the link, and any attack mode that affects one
control automatically attacks the controller, of them affects all of them.
even if they cannot be seen or otherwise Participants in a mental link designate a
detected. conductor.
If the controller rests while maintaining
psionic control, they do not regain any dice Regaining Power Pools
dedicated to maintaining psionic control until A psionically active creature must rest for at
they relinquish control. Each time the least 8 hours a night to restore its power pool
controller rests, the creature may make a to full.
saving throw vs. spells to throw off the
control.
The Psionicist Class XP Lvl HD SV
0 1 1d8 15
Prime Attribute: Charisma 1,500 2 2d8 14
Hit Dice: 1d8/level (Gains +1HP/level after 3,000 3 3d8 13
6,000 4 4d8 12
10th)
12,000 5 5d8 11
Armour/Shield Permitted: Light armour 24,000 6 6d8 10
only, no shields 48,000 7 7d8 9
Weapons Permitted: As per proficiencies or 100,000 8 8d8 8
as per thief 170.000 9 9d8 7
Species/Origin: Any 240,000 10 10d8 6
Alignment: Any 310,000 11 10d8+1 5
380,000 12 10d8+2 5
Attack Bonus: As thief 450,000 13 10d8+3 5
520,000 14 10d8+4 5
Psionicist Class Abilities: 590,000 15 10d8+5 5
660,000 16 10d8+6 5
730,000 17 10d8+7 5
Saving Throw Bonus: Psionicists receive a
800,000 18 10d8+8 5
+2 to saves vs. any psionic powers and 870,000 19 10d8+9 5
magical mental effects. 940,000 20 10d8+10 5
+70,000/level 21+ 10d8+ (1HP/level) 5
Followers: At 11th level, a psionicist gains the
Attack /
title of “Master Psionicist” and may establish Grand Defence
a psionics school. Students and other Lvl Arts Sciences Arts Modes
psionicists will come to join them. 1 2 1 0 1/1
2 3 1 0 1/2
Psionic Training: A psionicist adds their 3 4 2 0 2/2
Charisma bonus to any manifestation rolls 4 4 2 0 2/3
they make. 5 5 3 0 3/3
6 6 3 0 3/4
7 6 4 0 4/4
Psionically Active: A psionicist is a
8 7 4 0 4/5
psionically active creature and may attack and 9 8 5 0 5/5
defend in psionic combat. 10 8 5 0 5/5
11 9 6 1 5/5
Psionic Powers: A psionicist gains psionic 12 10 6 1 5/5
powers according to the following table. 13 10 7 1 5/5
14 11 7 2 5/5
15 12 8 2 5/5
16 12 8 2 5/5
17 13 9 3 5/5
18 14 9 3 5/5
19 14 10 3 5/5
20 15 10 4 5/5
21+ 15 10 4 5/5
Psionic Arts If attraction is chosen, then all creatures who
see the item and fail a saving throw will feel
Inhuman Communication compelled to take possession of it. They will
Target Number be distracted, and must make saving throws to
Range notice inobvious dangers along the way to
Duration doing so.
Saving Throw
Description: This power allows the user to If repulsion is chosen, then all creatures who
communicate with animals, monsters and see the item and fail a saving throw will feel
other creatures who do not use language to compelled to avoid the item. If the item
think or communicate. It removes any comes within 10m of them, they must make a
penalties to reaction rolls caused by the alien saving throw or immediately retreat. If they
cannot retreat, they will cower and cover their
character of a mind.
eyes (if any) and count as both dazed and
Animate Object blinded.
Target Number
Range Aura of Awe
Duration Target Number
Saving Throw Range
Description: This power causes a nearby Duration
object or discrete collection of objects to Saving Throw
animate (i.e. a stack of paper, a sheaf of Description: This power causes the user to
arrows). The user can issue the objects radiate a wave of psionically induced awe in
telepathic commands which they will obey onlookers (including allies). All who fail a
even if it leads to their destruction. Up to saving throw will refuse to attack the user, and
50kg of objects per mastery level can be in non-combat situations, they will gasp and
animated. The objects creep, crawl and climb. murmur, but otherwise remain silent and
For every 50kg of mass or portion therof a inactive. If the user attacks them, they gain
single object has, it is considered to have 1HD another saving throw. Success means they are
for purposes of attacks, HP, and grappling. freed from the effect, while failure means they
Animated objects have an AC of 10. beg for mercy.

Attraction / Repulsion Aura of Fear


Target Number Target Number
Range Range
Duration Duration
Saving Throw Saving Throw
Description: This power makes a particular Description: This power causes the user to
object that the user touches give off an aura radiate a wave of psionically-induced fear in
onlookers (including allies). All who fail a
of supernatural attraction or revulsion (user’s
choice) to those who fail a saving throw. saving throw will flee for a number of turns
equal to the mastery level used to manifest the Cannibalise
power. Target Number
Range
Ballistic Attack Duration
Target Number Saving Throw
Range Description:
Duration
Saving Throw Chameleon
Description: This power is used to launch an Target Number
unsecured object of no more than 1kg mass at Range
high speed towards a target. One object per Duration
mastery level may be launched at one target Saving Throw
per mastery level. Each object deals damage as Description:
if it were an arrow, and uses the user’s attack
bonus. Charm
Target Number
Banish Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Danger Sense
Target Number
Blindness / Deafness Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Detect Good / Evil
Target Number
Body Shell Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Detect Magic / Psionics
Target Number
Body Weaponry Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Displacement
Target Number
Range Saving Throw
Duration Description:
Saving Throw
Description: Growth
Target Number
Ectoplasmic Form Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Heal Wounds
Target Number
Empathy Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Inflict Pain
Target Number
Enhance Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Levitation
Target Number
Environmental Adaptation Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Light Control
Target Number
ESP Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Locate Creature
Target Number
Float Range
Target Number Duration
Range Saving Throw
Duration Description:
Locate Object Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Read Aura
Target Number
Molecular Heat Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: See Through Walls
Target Number
Paralyse Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Shrink
Target Number
Phantasmal Force Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Spider Climb
Target Number
Precognition Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Stat Boost
Target Number
Psionic Invisibility Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Suspend Animation
Target Number
Psychometry Range
Target Number Duration
Saving Throw Duration
Description: Saving Throw
Description:
Sustenance
Target Number Crystal Construction
Range Target Number
Duration Range
Saving Throw Duration
Description: Saving Throw
Description:
Swarm Master
Target Number Detect Life
Range Target Number
Duration Range
Saving Throw Duration
Description: Saving Throw
Description:
Telepathic Message
Target Number Detonate
Range Target Number
Duration Range
Saving Throw Duration
Description: Saving Throw
Description:
Tracer Beacon
Target Number Dimension Door
Range Target Number
Duration Range
Saving Throw Duration
Description: Saving Throw
Description:
Weaken
Target Number Dispel Magic / Psionics
Range Target Number
Duration Range
Saving Throw Duration
Description: Saving Throw
Description:
Psionic Sciences
Dominate
Astral Projection Target Number
Target Number Range
Range Duration
Saving Throw Leech
Description: Target Number
Range
Emotional Control Duration
Target Number Saving Throw
Range Description:
Duration
Saving Throw Life Drain
Description: Target Number
Range
Energy Dissipation Duration
Target Number Saving Throw
Range Description:
Duration
Saving Throw Memory Wipe
Description: Target Number
Range
Etherealness Duration
Target Number Saving Throw
Range Description:
Duration
Saving Throw Mind Bar
Description: Target Number
Range
Far Sight Duration
Target Number Saving Throw
Range Description:
Duration
Saving Throw Personality Switch
Description: Target Number
Range
Inertial Barrier Duration
Target Number Saving Throw
Range Description:
Duration
Saving Throw Polymorph
Description: Target Number
Range
Invisibility Duration
Target Number Saving Throw
Range Description:
Duration
Saving Throw Probe
Description: Target Number
Range Saving Throw
Duration Description:
Saving Throw
Description: Sculpt Dreams
Target Number
Psionic Interference Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Summon Tulpa
Target Number
Psychic Surgery Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Telekinesis
Target Number
Puppet Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Telepathy
Target Number
Pyrokinesis Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Teleport
Target Number
Regenerate Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description: Transmutation
Target Number
Schism Range
Target Number Duration
Range Saving Throw
Duration Description:
Psionic Grand Arts Temporal Fugue
Target Number
Mass Dominate Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Thrall
Description:
Target Number
Planar Travel Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
True Sight
Description:
Target Number
Prophecy Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Ultrablast
Description:
Target Number
Psionic Construction Range
Target Number Duration
Range Saving Throw
Duration Description:
Saving Throw
Description:

Stasis
Target Number
Range
Duration
Saving Throw
Description:

Sunder
Target Number
Range
Duration
Saving Throw
Description:

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