Part II will consist of the psionic combat rules. Part III will be the psionic powers themselves. Because of their length, I may not post them directly to the blog but instead make them available in PDF form on a website somewhere.
This isn't formatted very well, so please no complaints about the lack of proper tables.
Determination of Psionic Abilities
In campaigns where psionics are permitted, any character with a score of 13 or more in Intelligence, Wisdom, or Charisma may potentially possess these abilities. Roll 1D20. If the result is 19 or 20, the character possesses some form of psionic potential. Generally, this roll is permitted only once, at the character's first appearance in a campaign, but referees may permit additional rolls, as they see fit (upon gaining a level, being exposed to psychic energy, surviving a psionic attack, etc.).
Each psionic character has an inherent potential to develop psionic powers (see below). This potential is either a bonus or a penalty to his or her dice rolls to acquire specific psionic powers. To determine this potential, roll 2D6 and consult the following table:
Dice Roll Psionic Potential
A roll of 19 or 20 on 1D20 indicates that a psionic character has developed a specific psionic power. The range of the roll is modified by the character's psionic potential bonus or penalty. For example, a character with a psionic potential of +1 develops a psionic power on a roll of 18, 19, or 20, while a character with a psionic potential of -1 develops a psionic power only on a roll of 20.
If the dice roll indicates they have gained such a power, the player rolls randomly to determine his or her initial power, using the charts below. Characters may develop an additional psionic power every time they gain a level, at the usual chance, as modified by their psionic potential.
Psionic powers are divided into basic and advanced powers. A character's initial psionic power must be a basic ability. Subsequent powers may be either basic or advanced, but no character may ever have more advanced powers than he or she has basic ones (though they may be equal in number). Re-roll any contradictory dice results.
Psionic powers are also divided into disciplines. Some referees may require that characters develop one or more powers from the same discipline as their first power before developing powers from other disciplines, but, by default, there is no necessity for this. On the other hand, some powers have class restrictions by default, but individual referees may choose to ignore them in their own campaigns.
Attack and Defense Modes
There are five psionic attack modes and five psionic defense modes. These modes are like specialized psionic powers whose use pertains only to engaging in psychic combat. When a character develops psionic powers, he or she gains immediate access to the first attack mode (mind thrust) and the first defense mode (empty mind). Thereafter, characters gain an additional attack mode every time they develop a total of three psionic powers; they gain an additional defense mode every time they develop a total of psionic powers. Thus, a character with four psionic powers would have two attacks modes and three defense modes. Both attack and defense modes are learned in order, according to the list below.
Psionic Power Points
Psionic powers and attack/defense modes use power points to manifest. The power point cost of each is listed in its description below. Power points, once used, cannot be restored until the character has a chance to meditate without interruption for a period of time (exact length and details determined by the referee). The number of power points available per day is as follows:
Level Power Points
By default, “level” in the chart above equals character level. However, in campaigns where characters may develop psionic powers after first level, the referee may choose to track psionic ability separately from character level. In that case, “level” refers to their psionic ability level.