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<blockquote data-quote="dbm" data-source="post: 9121445" data-attributes="member: 8014"><p>As with all such powers, it depends on how you want them to feel, and then how well the rules deliver this. Psionics is itself a pseudo-science trapping for magic.</p><p></p><p>One of my favourite book series are the <a href="https://en.wikipedia.org/wiki/Julian_May" target="_blank"><strong>Julian May</strong></a> linked series of the Pliocene Exile and Galactic Milieu. Psionic powers are a big part of these books and some of the more extreme powers are akin to what might otherwise be seen as ‘magic’. Technological devices are used to enhance powers and that is quite a common trope. Power use tends to lack the verbal / somatic / material trappings that magic typically involves.</p><p></p><p>The <a href="https://www.drivethrurpg.com/product/233750/GURPS-Classic-Psionics?cPath=28908_29040" target="_blank"><strong>GURPS 3e book on Psionics</strong></a> lists Julian May’s books as one of their inspirations and it really captures the feel well. The classifications of powers are similar to those used in May’s books (things like telekinesis, electrokinesis, ESP etc.) and there are psionic boosting techs etc.</p><p></p><p>Other systems have interesting takes on Psionics. Rolemaster has the <a href="https://www.drivethrurpg.com/product/92008/Spell-Law-Of-Mentalism" target="_blank"><strong>Mentalism</strong></a> realm of magic, which while not full-on psionics does include a lot of its trappings. Cool things here include such things as no penalty for wearing body armour (which a wielder of Essence - similar to arcane - would have) but having a big penalty for wearing a helmet (which is significant in Rolemaster because head-crits are literal killers).</p></blockquote><p></p>
[QUOTE="dbm, post: 9121445, member: 8014"] As with all such powers, it depends on how you want them to feel, and then how well the rules deliver this. Psionics is itself a pseudo-science trapping for magic. One of my favourite book series are the [URL='https://en.wikipedia.org/wiki/Julian_May'][B]Julian May[/B][/URL] linked series of the Pliocene Exile and Galactic Milieu. Psionic powers are a big part of these books and some of the more extreme powers are akin to what might otherwise be seen as ‘magic’. Technological devices are used to enhance powers and that is quite a common trope. Power use tends to lack the verbal / somatic / material trappings that magic typically involves. The [URL='https://www.drivethrurpg.com/product/233750/GURPS-Classic-Psionics?cPath=28908_29040'][B]GURPS 3e book on Psionics[/B][/URL] lists Julian May’s books as one of their inspirations and it really captures the feel well. The classifications of powers are similar to those used in May’s books (things like telekinesis, electrokinesis, ESP etc.) and there are psionic boosting techs etc. Other systems have interesting takes on Psionics. Rolemaster has the [URL='https://www.drivethrurpg.com/product/92008/Spell-Law-Of-Mentalism'][B]Mentalism[/B][/URL] realm of magic, which while not full-on psionics does include a lot of its trappings. Cool things here include such things as no penalty for wearing body armour (which a wielder of Essence - similar to arcane - would have) but having a big penalty for wearing a helmet (which is significant in Rolemaster because head-crits are literal killers). [/QUOTE]
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