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Psionics (role-playing games)


Psionics, in tabletop role-playing games, is a broad category of fantastic abilities originating from the mind, similar to the paranormal psionic 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.

The Dice & Glory role-playing system includes skill-based psionic powers dividing psychic abilities into a set of skills. These psionic skills are Bio-manipulation, Extra-sensory Perception, Ectoplasm, Electro-kinesis, Empathy, Healing, Hydro-kinesis, Leech, Mental Mastery, Mind Control, Mind Over Matter, Pyro-kinesis, Telekinesis, Telemechanics and Telepathy. The set difficulties for using these skills are set by how the psychic is attempting to use them basically by situation and target.


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