Messageboard Golem
First Post
If you’re anything like me, when you first read over the psionics rules for the d20 system you couldn’t wait to play a psion or a psychic warrior. The GM in me was also intrigued by the promise of creating all sorts of psionic monsters to unleash upon my hapless players. Finally, after literally decades of waiting, we had rules for psionic powers that were balanced against other character options and that fit with the game’s core mechanic.
But then, just when all seemed perfect, the cold wave of reality hit me. How the heck was I going to introduce psionics into my campaign? Oddly enough, while psionics has been a part of fantasy gaming since the earliest days of RPGs, psychic powers are typically linked to science fiction rather than fantasy. The brave fighting man, the crusading cleric, the wily thief, and the mysterious wizard are all archetypes with plenty of precedents in fantasy literature and games. Telepathic investigators and telekinetic warriors, on the other hand, while established character types in certain settings, don’t have such a rich tradition. After all, no one’s morphing his limbs into living weapons in The Lord of the Rings. Integrating a science fiction trope into a fantasy campaign can be a tricky task.
So what is a GM to do?
The Psionics Toolkit holds the answers you seek. Within these pages are a series of options and tools that allow you to integrate the powers of the mind into a fantasy game with minimal fuss. Chapter 1 presents a series of questions and resulting considerations to help direct you integrate psionics into a new or an established game world. Chapter 2 takes the foundation built in chapter one and uses it to present several story-based options for introducing psionics into a fantasy world, including a new monster template (detailed in Chapter 6) and a new character race; these options are useful even if you’ve already decided on many of the nuts and bolts of psionics in your game. Chapter 3 presents two new specialized psionic prestige classes and a new clerical domain. Chapter 4 provides a system for designing and describing NPC organizations and details one such organization, complete with a stat block and several new magic items crafted by its members. Chapter 5 details a unique system for retroactively refitting existing characters with psionic class levels. Chapter 6 offers several new psionic creatures and templates. Chapter 7 offers a selection of psionic characters, with plot hooks that can easily be expanded into adventure ideas, for use as NPCs in your game.
So unbelt that broadsword, hawk your holy symbol, pocket that lock pick, and seal those spellbooks. It’s time to open your mind and explore the strange new vistas of the psychic landscape.
And don’t worry. We’ve already done all the hard work for you.
But then, just when all seemed perfect, the cold wave of reality hit me. How the heck was I going to introduce psionics into my campaign? Oddly enough, while psionics has been a part of fantasy gaming since the earliest days of RPGs, psychic powers are typically linked to science fiction rather than fantasy. The brave fighting man, the crusading cleric, the wily thief, and the mysterious wizard are all archetypes with plenty of precedents in fantasy literature and games. Telepathic investigators and telekinetic warriors, on the other hand, while established character types in certain settings, don’t have such a rich tradition. After all, no one’s morphing his limbs into living weapons in The Lord of the Rings. Integrating a science fiction trope into a fantasy campaign can be a tricky task.
So what is a GM to do?
The Psionics Toolkit holds the answers you seek. Within these pages are a series of options and tools that allow you to integrate the powers of the mind into a fantasy game with minimal fuss. Chapter 1 presents a series of questions and resulting considerations to help direct you integrate psionics into a new or an established game world. Chapter 2 takes the foundation built in chapter one and uses it to present several story-based options for introducing psionics into a fantasy world, including a new monster template (detailed in Chapter 6) and a new character race; these options are useful even if you’ve already decided on many of the nuts and bolts of psionics in your game. Chapter 3 presents two new specialized psionic prestige classes and a new clerical domain. Chapter 4 provides a system for designing and describing NPC organizations and details one such organization, complete with a stat block and several new magic items crafted by its members. Chapter 5 details a unique system for retroactively refitting existing characters with psionic class levels. Chapter 6 offers several new psionic creatures and templates. Chapter 7 offers a selection of psionic characters, with plot hooks that can easily be expanded into adventure ideas, for use as NPCs in your game.
So unbelt that broadsword, hawk your holy symbol, pocket that lock pick, and seal those spellbooks. It’s time to open your mind and explore the strange new vistas of the psychic landscape.
And don’t worry. We’ve already done all the hard work for you.