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Psionics, in tabletop role-playing games, is a broad category of fantastic abilities originating from the mind, similar to the psychic abilities that some people claim in reality.
Psionics are primarily distinguished, in most popular gaming systems, by one or more of the following:
The following role-playing game systems present psionics, each in their own way. Often a system will present both magic and psionics. In these cases, psionics is usually defined in terms of its differences from and interactions with the magic system rather than on any specific capabilities. The following are some of the more prominent examples; there are also other variations and systems in use among games.
The Bureau 13 system, produced in the 80's and 90's, involved humans hunting down supernatural creatures. Psychic characters were one of the character options that could be optionally rolled to determine. This is one of the few systems that does not attempt to make psionics just a form of 'mind magic', i.e. that doesn't just use magic rules in a psionic context. Powers for magic and psionics are completely separate.
The Hero System implements a wide variety of mechanical abilities, many of which are compatible with (and often used to build) psionic characters (often referred to as "mentalists" in Champions).
The Dawning Star science-fiction setting introduces a modern take on the concept called Red Truth. This is a parallel dimension of pure information that overlays our own. The system itself uses the basic d20 Modern format, modified to comport with the concept. For example, information manipulation is much more viable than matter manipulation, and accessing the dimension can ultimately drive practitioners insane. Red Truth was first introduced in Helios Rising.
Dungeons & Dragons introduced psionics as an option as far back as the Eldritch Wizardry supplement for the original Dungeons & Dragons in the mid 1970s. Psionics in D&D are designed to be on-par with magic, and so cover nearly every mechanical ability that the magic system does, organized into categories (disciplines) reminiscent of the Wizard's schools. The first edition of Advanced Dungeons & Dragons subdivided these disciplines into lesser powers called "devotions" and greater powers called "sciences". It also had separate classifications for psionic "attack" and "defense" powers/modes that were a sort of telepathic means of combat between psionically endowed beings.
An early discussion of psionics in AD&D is given in Dragon magazine issue 78, which is devoted to psionics, and the relation with magic within AD&D is discussed in Spells can be psionic, too: How and why magic resembles mental powers. The distinction it draws is that psionics are the exercise of "mental energy" (an internal source), while the power that "drives" magic (from magic users and clerics) are instead magical art or divinity (an external source), though these latter may involve minds and some use of mental power.
In most campaign settings, psionics are a secondary system, less prominent than magic. This is reversed in the Dark Sun setting, which features psionics prominently and magic secondarily, and treats magic (here called "arcane magic") unconventionally by AD&D standards.
The d20 System, being a de-branded version of the Dungeons & Dragons rules, shares these mechanics for psionics in nearly every detail.
In GURPS 3rd edition there is a broad range of psionic abilities, vaguely game-balanced with its magic system. In the case of GURPS, categories of ability are “powers”, purchased and refined by the player during character creation.
In GURPS 4th edition psi abilities are bought as all other Advantages, with a 10% discount for the fact that they can be neutralized by anti-psi powers and technologies. The reason of such a change was the game balance problem: 3rd edition psis (and mages) were highly versatile at low point levels and became rapidly more powerful as point budgets increased.
In the In Nomine Satanis/Magna Veritas French roleplaying game, psionic powers (here called psi) are wielded by a few humans. These psis were first described in the Mindstorm supplement. The first psi were Adam and Eve, who were, in this game, not the first human beings, but instead mere humans infused with powers by God. God used them as the pawns of a small game with Satan, to see if humans untainted by society and the harsh life of Earth would succumb to evil. As told in the Bible, Eve and Adam eventually were tempted by Satan, and were thrown down to Earth. The modern psi are their surviving scions. Despite these powers, the psis are usually considered as weaker and much more fragile than the main protagonists of the game, angels and demons.
A Mage archetype is allowed to select Psionics out of their tertiary skillset – Dreamweaving, Runes or Psionics. Mages can specialize from the Psionics skill in either Telepathy or Telekenisis, each granting its own unique abilities. Monks can choose between Psionics and Acrobatics as well, and have the ability to specialize in Psychometabolism, a form of Psionics that affects the physical body.
Several of the games published by Palladium Books, most notably Beyond the Supernatural, feature psychic characters. The psychic powers in this universe are powered by Inner Strength Points (or ISP). Beyond the Supernatural (both 1st and 2nd editions) focuses almost exclusively on various forms of psychics, each with differing abilities. The games Heroes Unlimited , Palladium Fantasy Role-Playing Game and Rifts also make extensive use of these rules. The basic psionics system does not vary much between each product.
In some games (e.g. Paranoia and Gamma World ), widespread, radiation-induced genetic mutation is the sole trigger responsible for psionic powers in player characters.
The roleplaying game Space Opera treated psionics as an advanced science with many fields of studies, three levels of functioning (Psionically dead, Psionically open, Psionically Awakened) and vast number of skills. Characters that were open and been Psionically attacked or had contact with a raw PK Crystal could awaken, and characters with very high Psionic scores might be "contacted" and trained.
Many role-playing games based on popular science fiction settings have at least telepathic powers available to players. Examples include the Psi Corps and other telepathic characters from Babylon 5 , Vulcans from Star Trek , and the Jedi from Star Wars , all of whom have demonstrated various degrees of psionic abilities ranging from telepathy to telekinesis to mental domination.
Traveller includes the mastery of psionics as a career option in the character creation stage. The odds of naturally developing psionic powers are unlikely (the player must roll a seven on the Events table, followed by a twelve, followed by a one), if a player achieves this, they have access to a number of powers that they may develop during the character creation phase.
In the Torg roleplaying game, psionics are only available at character creation to characters from the cosms of Core Earth (modern-day Earth) or the Star Sphere (the space opera cosm). Characters from other cosms 'can' learn psionic skills and powers during play, though when such characters use (or even possess) them it counts as a Contradiction.
In White Wolf Publishing's World of Darkness, Mages sometimes work magic through a paradigm of psionic power. In addition, more ordinary humans in the setting sometimes possess psychic abilities, and these powers and others like them are often referred to as Numina.
In the Trinity Universe, the psions of the Æon Trinity are created from ordinary humans to battle against the return of the mutated Aberrants.
Psi World is a game from the 80's put out by Fantasy Games Unlimited that focused on psionic powers. The player characters were either psi-cops on the hunt for psychics, or they were psychics on the run. Being psychic was illegal in this dystopia. Psionics were the result of a plague that nearly wiped out humans.
Another game that focuses on psionic powers.
A game by Raven c.s. McCracken, The World of Synnibarr .
Psionics is sometimes used as a setting-compatible replacement for magic in role-playing games with science-fiction settings, particularly in the form of optional additional rules, such as in Star Frontiers . This is also true, to some extent, of settings, such as Star Trek and Star Wars, taken from films, television series or literature, though often (as in the two examples given) psionics are already present in some form in the setting.
In the Dungeons & Dragons fantasy role-playing game, illithids are monstrous humanoid aberrations with psionic powers. In a typical Dungeons & Dragons campaign setting, they live in the moist caverns and cities of the enormous Underdark. Illithids believe themselves to be the dominant species of the multiverse and use other intelligent creatures as thralls, slaves, and chattel. Illithids are well known for making thralls out of other intelligent creatures, as well as feasting on their brains.
In games and video games, especially role-playing games (RPG), a character class is a job or profession commonly used to differentiate the abilities of different game characters. A character class aggregates several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridise them with skill-based systems or emulate them with character templates.
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place. Usually a campaign setting is designed for a specific game or a specific genre of game. There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own settings, often referred to as "homebrew" settings or worlds.
In the Dungeons & Dragons fantasy role-playing game, psionics are a form of supernatural power similar to, but distinct from, arcane and divine magic.
Torg is a cinematic cross-genre tabletop role-playing game, created by Greg Gorden and Bill Slavicsek, with art by Daniel Horne, and published by West End Games (WEG) in 1990. Game resolution uses a single twenty-sided dice, drama cards and a logarithmic results table. This later formed the basis for WEG's 1992 sci-fi RPG Shatterzone, and its 1994 universal RPG Masterbook. Torg is set on Earth, against an alien invasion, players play archetypal heroes from differing genres. WEG produced over fifty supplements, novels, and comics for the first edition. A revised and expanded core rulebook was produced in 2005, with a single adventure. After WEG closed in 2010 Torg was sold to Ulisses Spiele, who after a successful crowd-funding campaign published a new edition called Torg: Eternity in 2018. The titualar Torg is a title that individual leaders of the invasion strive to achieve.
Psi-Ops: The Mindgate Conspiracy is an action adventure video game developed by Midway Games for the Xbox, PlayStation 2 and Microsoft Windows platforms. The game was released in North America on June 14, 2004; the European release followed on October 1, 2004.
The Complete Psionics Handbook is a supplemental rulebook for the 2nd edition of the Dungeons & Dragons fantasy role-playing game, published in 1991 by TSR, Inc.
d20 Modern is a modern fantasy role-playing game designed by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. It was published by Wizards of the Coast and released in November 1, 2002. The game uses the d20 System and Dungeons and Dragons 3rd edition rules. It also provided players the tools to build a campaign in a modern setting.
GURPS Witch World is a supplement published by Steve Jackson Games in 1989 for use with the GURPS {Generic Universal Role-Playing System) game rules that describes how to set a role-playing campaign in Andre Norton's Witch World.
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The monk is a playable character class in most editions of the Dungeons & Dragons fantasy role-playing game. A D&D monk is a fantasy martial artist, specializing in unarmed combat.
An attribute is a piece of data that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a set of dice. Some games use different terms to refer to an attribute, such as statistic, (primary) characteristic or ability. A number of role-playing games like Fate do not use attributes at all.
Psion or Psions may refer to:
Complete Psionic is a supplemental rulebook for the 3.5 edition of the Dungeons & Dragons role-playing game published by Wizards of the Coast and released in April 2006. It is the first 3.5 edition supplemental rulebook published by Wizards of the Coast which focuses on psionics since the Expanded Psionics Handbook.
Conspiracy X is a role-playing game (RPG) originally released by New Millennium Entertainment in 1996, and since revised and released by several publishers including Steve Jackson Games and Eden Studios, Inc. In all versions, the setting posits that aliens are insiduously taking over the world, reminiscent of The X-Files.
Superpower is a popular culture term for an imaginary superhuman ability. They are most frequently used in pulp magazines, comic books, science fiction, television programs, video games, and films as the key attribute of a superhero. The concept originated in American comic books and pulp magazines of the 1930s and 1940s, and has gradually worked its way into other genres and media.
Player's Option: Skills & Powers is a supplemental sourcebook to the core rules of the second edition of the Advanced Dungeons & Dragons fantasy role-playing game.
Dark Sun is an original Dungeons & Dragons (D&D) campaign setting set in the fictional, post-apocalyptic desert world of Athas. Dark Sun featured an innovative metaplot, influential art work, dark themes, and a genre-bending take on traditional fantasy role-playing. The product line began with the original Dark Sun Boxed Set released for D&D's 2nd edition in 1991, originally ran until 1996, and was one of TSR's most successful releases.
GURPS Psionics is a supplement by David Pulver, published by Steve Jackson Games in 1991 for GURPS.