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Psychic powers may seem like magic, but there’s no reason to treat them as such in your d20 game. The Psychic's Handbook provides a completely independent system for adding psychic abilities to your campaign, abilities which are at once more subtle and wider-reaching than magic, powers with their own applications and limitations that separate them from the spells of clerics and wizards, and even the powers of psions. The core of the system is the psychic, a new class whose mental powers are based on skills and feats. The Psychic’s Handbook, by award-winning game designer Steve Kenson, provides you with everything you need to integrate the class into your game, including prestige classes, new equipment, campaign advice, and conversion notes for Modern games. This winter, discover the true powers of the mind.
And some posts in a fourm from the book's writer, Steve Kenson.
... Essentially the user suffers subdual damage after using a psychic skill. Overuse can render a psychic staggered or unconscious. (There are, of course, options for modifying this system as well as various metapsychic feats and such.)
... Psychic skills can simply be another source of special abilities (in addition to arcane and divine magic and psionics), or psychic abilities may be the sole or unique source of powers in a campaign.
This system, with more than 40 different psychic skills and at least as many psychic feats, takes up the bulk of the book. ... In addition to the various healing related skills and feats all psychics can access, there is a Psychic Healer prestige class specifically focused on the specialty.
I especially like to hear there will be options for modifying the system. Hopefuly this will allow me to tweak the power level of the powers in my game. Dead Zone one week and X-Men the next ... without having to cap off the game at a certain character level.
Psychic powers may seem like magic, but there’s no reason to treat them as such in your d20 game. The Psychic's Handbook provides a completely independent system for adding psychic abilities to your campaign, abilities which are at once more subtle and wider-reaching than magic, powers with their own applications and limitations that separate them from the spells of clerics and wizards, and even the powers of psions. The core of the system is the psychic, a new class whose mental powers are based on skills and feats. The Psychic’s Handbook, by award-winning game designer Steve Kenson, provides you with everything you need to integrate the class into your game, including prestige classes, new equipment, campaign advice, and conversion notes for Modern games. This winter, discover the true powers of the mind.
And some posts in a fourm from the book's writer, Steve Kenson.
... Essentially the user suffers subdual damage after using a psychic skill. Overuse can render a psychic staggered or unconscious. (There are, of course, options for modifying this system as well as various metapsychic feats and such.)
... Psychic skills can simply be another source of special abilities (in addition to arcane and divine magic and psionics), or psychic abilities may be the sole or unique source of powers in a campaign.
This system, with more than 40 different psychic skills and at least as many psychic feats, takes up the bulk of the book. ... In addition to the various healing related skills and feats all psychics can access, there is a Psychic Healer prestige class specifically focused on the specialty.
I especially like to hear there will be options for modifying the system. Hopefuly this will allow me to tweak the power level of the powers in my game. Dead Zone one week and X-Men the next ... without having to cap off the game at a certain character level.
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