Psionics have been a debatable topic for fantasy game systems for a long time. There are those who love ‘mental powers’ and those who consider them overpowering and unbalanced. Most agree that the systems used in the various game systems have been less than desirable. Some gaming systems have attempted to write, rewrite, and overhaul the psionics system multiple times and still have a hard time pleasing most gamers.
The challenge has always been to produce a system that is vastly different than a fantasy spell system but not overtly powerful or weak. More than one game system simply rehashes spells as psionic powers and uses a cumbersome psionic strength pool system to power them. It has always been my opinion that psionics is both different and independent from an existing spell system. Though some powers duplicate existing spells, most of the guts of the psionic system should be and must be separate – so much so that a GM can replace a complete magic-based spell system in a game where no magic exists and create a strange yet fun game world.
All that said here is yet another psionic system, home-brewed but sufficiently different than those that came before it. This system focuses on simplicity rather than formulas that count up power points and require extensive record keeping by players or GM. This system places functional barriers on psionic usage and still keeps it flexible enough to provide a suitable match or replacement for a given magic-based spell system.
Psionics in Point System Gaming uses the tier system which is inherent in the rules. This system allows the players and the GM to gauge the power and flexibility of a given devotion with other aspects of the gaming system. Logically, tier-1 powers are the weakest or least used, while tier-7 powers are at the pinacol of the upper power rankings. As usual, GM are encouraged to use, modify, or totally disregard any aspect of this system that does not conform to their campaign or play style.
Definitions and Descriptive Terms: Before a psionic system can be implemented, one must be aware of the pieces that make up the overall concept. Let us review a few fundamentals and establish a few definitions that will be used to clarify the system mechanics.
Brain – the PHYSICAL aspect to the mind. This organ is typically possessed by most creatures and is considered the central hub that provides instinctive, chemical, and bioelectrical functioning. The brain does not think; it processes instructions set forth by the mind. In comparison to a computer, the brain would be considered hardware, while the mind is both the electrical energy and the software that drives it.
Mind – this is the part of a person/creature that thinks, plans, and feels (emotionally). The non-physical part is dependent upon the brain. It is the ‘sum’ of the physical parts that is both greater and apart from them.
Soul/Spirit - this is the metaphysical aspect of a creature’s existence. Linked to both the body and mind, the soul allows life to exist. Rarely discussed with topics of psionics, this aspect cannot be ignored in the upper stages of psionic development.
Psionics – this term is used to describe heightened mental abilities that some creatures possess. Individuals who possess psychic ability function on a different wavelength; this special aspect allows their brain, mind, and spirit to channel Psychic energy. On the downside, possessing psionics also opens an individual up to various types of psionic attacks that non-psionic individuals can ignore. A person must possess the Psionic Talent or be a Wild Psionic (read as no formal training) enhancement to be considered psionically active.
Psionic Inept – these individuals have a flaw or a defect, as they are not able to channel any psionic energy. They cannot learn or develop Psionic Talent without extraordinary means. Further, the Awaken ability will not function in these individuals without the addition of some other type of divine intervention.
Death: This effect may result as a function of psionic combat. If so, the subject’s mind, brain, and/or spirit may be destroyed. Unless otherwise stated, standard spells or abilities that bring individuals back from death will function on creatures killed with psionics.
Coma: This effect places the target into a deep sleep for 2d6 days. No attempts to awaken the creature will function until the duration of the coma has expired.
Sleep: This effect places/forces the creature/target into a normal sleeping state. Like normal sleeping individuals, loud noises or a forceful shove can awaken sleeping individuals. Otherwise, the sleep effect lasts for at least 6d6 combat rounds.
Stun: This effect stops the creature from attacking and forces inaction. Creatures thus affected are +2 to be hit and suffer a –2 to any resistance rolls and voids dexterity dice with respect to Armor Class (AC) and Dodge rolls. This effect lasts for 2d4 rounds.
Confused: Individuals affected with this state suffer from logical goal-oriented thought, these individuals are indecisive and a -2 to all non-combat actions. More importantly, these individuals roll/draw initiative twice, taking the worst roll for the 1d6 combat round of confusion duration.
Enraged: This forces the creature to attack or spell cast upon any creature (friend or foe) in the area immediately. During the enraged period, the creature will not think of defense, or any action save attacking.
Panic: fear, anxiety, and a desire to avoid a given situation/combat and lasts for 2d6 rounds. A panic attack is a sudden episode of intense fear that triggers severe physical reactions when there is no real danger or apparent cause. Panic attacks can be very frightening. When panic attacks occur, you might think you're losing control, having a heart attack, or even dying.
Feeblemind: This effect lasts until a healing, restoration, psychic surgery, or wish is used. The creature’s combined intelligence and wisdom is in the D4 range. All memory of spells and psionic ability is lost until the individual has been restored.
Temporary Insanity: This effect lasts for 3d4 weeks; otherwise, it can be removed via Heal, Restoration, Psychic Surgery, Limited Wish, and/or Wish. GM will assign the Insanity based on the type of psionic attack sustained.
Permanent Insanity: Similar to Temporary Insanity, except it cannot be cured via Limited Wish and is otherwise considered permanent.
Temporary Stat Reduction: This effect lasts for 3d4 weeks and can be removed via Restoration, Psychic Surgery, Limited Wish, or Wish.
Permanent Stat Reduction: Similar to Temporary Stat Reduction, except that Limited Wish will not restore lost stats. The effects of this ailment are considered permanent.
Mezmeration: Similar to a stun state, except the target is staring off into space, totally unaware of his surroundings. This effect lasts for d4+1 combat rounds. Individuals attacking a ‘Mezed’ person have a +4 bonus to hit, though such an action would automatically free them from their ‘Mezed’ state.
Psionically active creatures and those that do not possess Psionics: Psionically active creatures are, by and large rare, both in humanoid societies and among the various creatures that make up the fantasy reality. Though more common on the outer and, to a lesser extent, inner planes, psionics operate on a different mental ‘frequency.’ The bodies, minds, and spirits of psionically active creatures produce, store, and focus psionic energy to accomplish super-human abilities. As with all vocations, greater study and devotion yield a greater level of functionality, power, and knowledge.
Psionic Inept (Flaw, Optional): individuals/creatures that possess this flaw cannot possess psionics, produce psionic energy, or channel such. They are effectively psionically dead. This state does not offer them any special defenses or privileges. These individuals can never have psionics, use psionic items, or detect/perceive psionic energy. Psionic Inept individuals do NOT gain the base instinctive self-preservation resistance to psionic powers/attacks – they suffer a -2 (or -20%) to all Psionic-related rolls to protect, avoid, or minimize psionic effects.
Psionically Active: individuals that are psychically active fall into this category (wild talent psionics (untrained), psionic creatures, and trained psionists). These individuals possess, produce, and often can focus and use psionic energy. They register positive to psionic scans (though some devotions can block such detections). Some races have a greater affinity (Mind Flayers) to psionic aptitude; humans are the stock race upon which the standard is measured. On average 1 out of every 1,000 people (1/10 of 1%) of the human population possesses psionic ability.
Inactive Psionic: in standard terms, a normal individual that does not possess psionic powers and does not possess the Psionic Inept flaw. The minds of these individuals simply do not operate on the psionic ‘frequency’, and thus, they possess some natural advantages versus psionic attacks and some devotions. This often manifests as a Mental Resistance roll, possessed by nearly all creatures/humanoids. Further, advanced training in non-psionic mental fortification can increase mental resistance, as can magical/psionic items.
Psionic ability is linked to genetic markers and is often recessive within most humanoid races. Races that are on the lower end of the mental spectrum tend to possess less psionically active individuals, while those on the higher end tend to have a higher percentage. Some races, such as elves, that are often on the higher tier of intelligence and gifted magically may not have psionic potential at all. Again, this is due to the physical aspects of the body, the frequency of the mind, and/or the resonance of the spirit. The opposite holds true for some less evolved races that have a dominant psionic prepotency.
Finally, dormant psionic ability (read as Inactive Psionic), can be augmented and transformed to produce psionically active ability. This requires powerful psionic (Awaken)/magical power to manipulate such change in a given subject. Such ability is limited to the most advanced practitioners of the various arts or those of immortal nature. Even then, such attempts are prone to failure or, worse still, permanent mental damage.
Psionically Resistant Materials: Lead is the chief material that blocks psionic energy or aids in psionic resistance. Lead, even in lesser amounts retards/blocks psionic communication, energy transfer, or detection. The amount and placement of lead have a large bearing on the amount of blockage or disruption of psionic energy. A helmet lined with lead (at least 3-4 ounces) imposes a +2 defensive bonus versus psionic attack and increases the target number of psionic detection abilities on the protected individual. Metallic armor laced with lead (1-2 lbs) provides +3 defensive bonuses, while a box completely made of lead (1 inch thick) blocks all psionic energy from entering or exiting. It should be noted that rooms lined with lead have been constructed to provide psionic safe places, but in addition to the expense and unusual construction considerations, these rooms are not built without purpose.
Other metals, mostly ferrous-based metals, also retard the natural replenishment of psionic energy. This is one of the chief reasons that psionically active creatures to don’t wear metal armor. The key factor here is the amount and placement of the metals across the body. A psionically active individual can use a sword, even a large two-handed one, without difficulty, but wearing chainmail armor atop the body will be disruptive. Shields, even mental ones, can be used by psionists without difficulty, though metal helms will assuredly retard or negate the production of psionic energy.
Precious Metals (Copper, Silver, Gold, and Platinum) do not seem to be as disruptive to psionic energy production or transmission. Though impractical as armor, these metals are often used in the construction of psionic jewelry.
Psionically Attuned Materials: Gems, often the upper crystalline variety devoid of flaws, are the most attuned to psionic energy. The crystalline structure of such stones makes excellent storage devices for psionic energy. As a general rule, the greater the clarity, quality, and size of the gem, the larger the amount of psionic energy it can store. Of course, this also reflects the monetary value of these gems. Unless otherwise noted, a standard storage capacity of a gem is equal to 1 psionic unit per 200 gp value. Of course, a great many factors can and will augment this capacity. The psionic devotion Encode (Tier-5) facilitates the construction of receptacles to store psionic energy.
Orichalcum, a rare metal, is said to enhance the use of psionic energy, but due to its rarity, its widespread uses are extremely rare.
Psionic Energy: The very brain/mind of a psionic person/creature operates on a different frequency, allowing the production and storage of psionic energy. Though individuals who do not possess psionics can produce this raw energy, they cannot tap into it, nor can they store it in large quantities.
Psionic energy comes in three distinct flavors, each with its own characteristics that can be identified and quantified. Further, psionic energy is very personal in its production and is fueled by emotion, creativity, raw mental power, and analytical focus. So then, we can sub-categorize psionic energy into three distinct categories. Further, in order to provide a simplistic identification form, these sub-categories are identified by color.
Psionic Energy GREEN – the most common type of psionic energy is derived from the core foundation of the mind that is responsible for willpower, judgment, visual assessment, and intellect or more commonly called Wisdom, Intelligence, and Perception (the Mental Group of Stats). The amount of natural green energy produced by a psychically active individual is equal to the maximum dice value of the HIGHEST stat in the mental group. Thus, if an individual possesses a D8 Wisdom, D6 Intelligence, and D6 Perception, he would be able to produce and store 8 unit of green psionic energy.
Green psionic energy has been described as practical, sold, and stable. It has been linked to logic and willpower. It gives off the slightest fragrance of fresh mint when used to power psionic abilities. Large expenditures of green psionic energy can be detected by a pleasant spearmint or minty sent. Green psionic energy most commonly powers psionic abilities focused upon telepathy, emotion detection/influence/repression, and sensing. It is the most common type of energy used among psionic devotions.
Psionic Energy RED – this type of psionic energy is derived from the physical body. Life energy, physical fortification, and vitality are common descriptive terms for Red psionic energy. The amount of natural red energy produced by a psychically active individual is equal to the maximum dice value of the greatest physical stats (Strength, Dexterity, or Constitution).
Red psionic energy is often referred to as primal energy. It has been linked to energy, motion, and power, and it gives off a slightly peppermint aroma from the sweat glands when used to power psionic abilities. Excessive expenditures of Red psionic energy have been known to eject a pail reddish pigment into perspiration exuded from the body. Red psionic energy is mostly used to alter, augment, or transform the physical patterns, most commonly focused upon the body of the psionic. Red energy is almost exclusively used in psychic healing devotions.
Psionic Energy YELLOW – this type of psionic energy is produced from a person’s creativity, self-esteem, and overall charm. The amount of natural yellow energy produced by a psychically active individual is equal to the maximum dice value of the highest social stat (Charisma, Appearance, or Luck).
Yellow psionic energy is often referred to as ‘sweet’ energy. It has been associated with charm or potency of personality and gives off a slight honey/flowery smell when used to power psionic abilities. Excessive expenditures of Yellow psionic energy have been known to attract insects into the user’s immediate area. Yellow psionic energy is mostly used to dominate other minds, project mental broadcasts, or transform one type of energy to another. Yellow energy is most commonly used to control or manipulate the minds of others.
Psionic Energy BLACK – unlike the other colors of psionic energy, black refers to all of the fields at once. Commonly associated with psionic attack forms, black psionic energy is not a field of energy unto itself with specific chrematistics, but rather a descriptive term used when ANY color of psionic energy can be used to power a given psionic ability – the type of energy chosen is up to the character when a given ability is used. Further, once a specific type of energy is used, it can be changed to another color the next time the ability is used. Psionic abilities that only use black psionic energy are often called universal abilities.
Obviously, choosing psionic abilities that use black psionic energy is most desired as they can be used more often, allowing the psionic to jump from one color of energy to another when the first type of energy is low or totally exhausted.
A psionist does NOT lose psionic energy if he fails to roll successful devotion activation. It is assumed that he was unable to focus his mind on calling for the energy to be projected.
Psionic Energy Framework Based on Training/Vocational Advancement: When the Psionic Talent vocation is possessed by a character, that individual starts out the game with the maximum number of psionic energy (Green, Red, and Yellow) allowed by their stats. Thus, a psionist with D8 Constitution, D10 Wisdom, and D12 Luck (highest stat ratings in each category) would possess 8 units of green, 10 units of red, and 12 units of yellow psionic energy. This is his/her maximum storage capacity without the aid of items, talents, or enhancements that boost storage capacity.
Psionic Training: This enhancement signifies advanced psionic training, which includes access to more potent devotions. Individuals with this enhancement are no longer considered novices and can take on students as their knowledge and ability is considerable. In addition, individuals with this enhancement gain +1 storage capacity to each psionic color. Thus, if an individual progressed from Psionic Talent to Psionic Training, like in the example above, he would possess 9 units of green, 11 units of red, and 13 units of yellow energy.
Psionic Mastery Training: this enhancement signifies mastery of psionic ability to include access to the most potent devotions. Individuals with this enhancement are no longer considered masters in their field and should be respected for their skill and mental ability. In addition, individuals with this enhancement gain +1 storage capacity for each psionic color. Thus, if an individual progressed from Psionic Training to Psionic Mastery Training, like in the example above, he would possess 10 units of green, 12 units of red, and 14 units of yellow energy.
Recovery of Psionic Energy: Unless otherwise stated, each day that the psionic does NOT exert himself (combat, strenuous physical/mental activity), he/she automatically gains a random color of psionic energy per HOUR. Once he/she has reached capacity in a given color, that color is removed from the random determination of recovered psionic energy.
Tier-1 psionic devotions, often called universal abilities, do not require the expenditure of psionic energy to enact. A psionists can simply focus and direct his mind to accomplish these minor feats without difficulty simply by rolling an activation roll.
Tier-2 to Tier-7 is the standard range of psionic devotions for mortals. See Psionic Table-1 above for details.
Tier-8+ Immortal range of psionic devotions
Wild talent Psionic (OPTIONAL): In some game systems, psionic ability can manifest without formalized training (possessing the Psionic Talent feat). Typically, these game worlds have a stronger concentration of psionic energy, and their populations are more versed in their use. In the Point System Fantasy, ‘Wild Talents’ are distinguished by the ability to produce 4 black units of psionic energy (See Untrained Psionic (wild talent) Talent). Further, such energy takes longer to recover. Wild Talents recover psionic energy every 24 Hours with at least a few hours of sleep.
Several methods can be used to determine if a given character possesses Untrained Psionic ‘Wild Talent’. These methods range from the possession of a talent, Wild Talent, which must be purchased at character generation. Some GMs allow a wild talent random roll at character generation and, if successful (1% chance), automatically gain the talent free of cost as a bonus talent.
Wild Talented individuals start the game with ONE (Tier-1) devotion of choice automatically. They also gain a luck roll (TD: 6+) to gain ONE additional minor devotion (Tier-1 or Tier-2) which is determined by the GM or on a random roll. Thus, lucky Wild Talents can start the game with 2 minor devotions. Further, they do not have access to Psionic Control Skills and, thus, have a low chance to actually activate these abilities when compared to classically trained psionists.
Devotion Energy Usage: Tier (- 1) = # psionic energy units needed to power a devotion
Devotion Activation Target Difficulty (TD): = (Tier x2) +2
All psionic individuals will benefit from the meditation skill, a must for trained psionists. It allows a faster recovery of psionic energy. Every two hours of meditation restores 3 units of psionic energy. A minimum of two hours of meditation is required to gain any energy units. A meditation roll is required for every two-hour block to regain psionic energy in this manner.
Other talents, enhancements, and psionic powers can be used to obtain, transfer, or steal psionic energy from other sources.
Psionists are not able to store more psionic energy than their normal capacity without the use of various talents, enhancement, items, or devotions. These bonuses are typically short-lived and rarely permanent.
Psionic Receptacles (requires the Encode psionic devotion (Tier-5)): filling a psionic receptacle with energy takes a full turn of concentration per unit transferred. Unless otherwise stated, filling a receptacle takes 1 full turn of concentration and a successful psicraft roll (TD:7). See the devotion for specifics. Psionic Receptacles is a means to exceed the standard amount of psionic energy a psionic can store; this method requires the use of various gems.
The maximum number of receptacles a psionic can possess is limited by the Wisdom stat (D4 = 1, D6 = 2, D8 = 3, D10 = 4, D12 = 5, D12+ = 6). Each receptacle can be attuned to a specific psionic color at the desire of the psionist creating them. Once a gem is encoded, it typically cannot be changed. In order to construct a receptacle, a psionic must possess a flawless gem of at least 200 gp value that has not been a Receptacle in the past and have access to the ENCODE devotion. If successfully completed, the receptacle simply adds to the total energy storage capacity of the psionic in the chosen color (green, red, yellow). It should be noted that the gem must maintain skin contact to allow the flow of psionic energy into the body of the psionic.
In many fantasy games, the term “insane” serves as an all-encompassing term that represents everything an inhabitant knows or understands about the full spectrum of mental disorders. Different forms of insanity may be identified for what they are by psionists and learned sages. This section offers descriptions of many specific mental disorders. GMs have total control over how mental disorders manifest within their game; listed below are some suggestions and recommendations for modifiers to game mechanics.
Psionists and Insanities: Insanities are very debilitating for psionists as possessing them disrupts the normal accumulation and recovery of psionic energy. As a general rule, minor flaws (mental disorders) reduce the total psionic energy capacity by -1 per color. Thus, a psionic that possesses a minor phobia will have one less Green, Red, and Yellow psionic energy capacity. For major disorders, subtract 2 units from each category and impose a -1-hour delay in mental energy recovery. Thus, if one unit of psionic energy is recovered with 1 hour of rest, individuals with major mental disorders will recover 1 every TWO hours. More disruptive insanities may make the use of psionics extremely difficult or impossible at the whim of the GM.
GMs should be careful with mental disorders, some of which can be taken at character generation as flaws. Players should understand the nature of their affliction and role-play these often negative personality quirks. Dishing out insanities willy-nilly can be counterproductive and often turn off players to a given campaign. However, ignoring or downplaying them can be just as damaging as some powerful psionic attacks/devotions cause insanities. This robs and devalues the devotion, making them less favored in game choices.
See a complete list and explanations of mental disorders here.