The role of (expanded) psionics in a magical world...

I think it's worth noting that the stigma of psionics often carries some fear with it. Sure, wizards can do horrible stuff, but at least you see them casting spells. But psions? they can control your mind and no one would ever know! This sort of panic is why witches get burned. :)

In my game a former PC has organized psions into a sort of secret police. If any of them go bad and then get found out, the potential for getting the population up in arms is immense.
 

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I've been running Arcanis games ( Paradigm Concepts' published game world in the Codex Arcanis) for the past two years and loving it. One of the reasons for this is that Arcanis embraces psionics, while still not making them 'common'.

I've been in the process for the past month of upgrading all the psionic material for Arcanis into XPH stats and rules as well as all the psionics material I had written for the setting. To me, the biggest change has been the addition of real 'blasting' power to the psions, something I'm not sure if I'm really comfortable with yet (well, except for Mind Thrust, that seems perfectly cool).

As for why it isn't as prevalent as wizardry, in Arcanis this is handled by the fact that only one PC race is psionic (the Val, who are a bloodline of humanity that has crossbred with the Valinor - the Valinor basically being the angels / lesser avatars of the gods). The Val families are the upper class in most of the nations of Onara, but they are sitll a distinct minority when compared to the rest of humanity. Thus there is still the 'mystique' of psionics to the average person, the belief that these religious and social leaders may be reading your mind or even controling events that should be beyond their scope, purely through the blessings of the Valinor - their psionic powers.
 

In my current game, Psionic powers are more common in certain areas than others. In the vaguely european-ish North, psionics are very rare. In the Arabia/Africa flavored south, Psionic powers are much more common, and magic is the rarity. Since the majority of the campaign takes place in the North, this preserves the "wierd outsider" kind of feel of Psionics while still leaving a place where they are commonplace.
 

I also divide the world into psionic and magic dominant areas. The Druid / Celt style area is magic dominant, while the Indian style area is psionic dominant.

-Psiblade
 

Since IMC psionics is not really a power from within, but the capacity to be on the "same wavelength" as what one could call the collective unconscious of an area, psionic powers are a double-edged weapon. One the one hand, you have an impressive power. On the other hand, you have a big vulnerability. Psions and other psionic beings have a favorable terrain to madness and possessions. Especially in these few "sentient regions" where the collective unconscious has a will of its own (and usually a very warped one at that).

Of course, this makes psionics more a NPC thing. Even if there's no precise mechanical rulings on these added frailties (it's flavour stuff), it's a bit like playing a drow on the surface: the rules are as balanced as WotC can make them, but there's a non-rule drawback.
 

Gez said:
Psions and other psionic beings have a favorable terrain to madness and possessions. Especially in these few "sentient regions" where the collective unconscious has a will of its own (and usually a very warped one at that).

That's interesting.
So a psion has to have the same outlook (like alignment?) as that of a specific region or else what happens?
Like do they stick out like sore thumb?
Do psionic monsters really dislike them and run around after them?
If the area is sentient does the area itself start making life difficult? How?

Real rules differences in different places could actually be a really cool theme. The beliefs and fears of people could shape the psychic landscape over time.
[Kind of like having a plane (as in Manual of the Planes type plane) with different psionic attributes in different places.]

Yair said:
Come to think of it, you are right - psions SHOULD be based on wisdom. Makes much more sense.
I suspect it had to do with wanting all three mental stats - I believe psychic warriors use Wis, and wilders use Cha, IIRC.

Belief in yourself (confidence) and belief in something else (faith) certainly seem to be more closely related than intelligence.
Thematically a psion who is in tune with themselves and the world around them (relatively high spot, listen, sense motive) as well as mentally strong (high will saves) makes a lot more sense than a really smart guy with a good memory.
While you're right that all three of the core manifesting classes have a different mental attribute I don't really see any difference between how psychic warriors manifest and how psions do.

I feel a little bit like they should pick sort of pick an attribute: Clerics, Druids, Paladins and Rangers all use Wis. Wizards and specialists use Int. Spontaneous casters use Cha.
What with the MM stating that Wisdom and Charisma are very closely related and all creatures that have one stat must have another it would seem like Wisdom would make the most sense.

If it wasn't to insure the manifesting classes have an even spread across the mental attributes, as you suggested I expect it's related to skill points. Psions dropped to 2 skill points per level (almost certainly in an attempt to balance out the greater efficacy of the new powers). Having them be int-high means that they've got the same number of skills.

HellHound said:
To me, the biggest change has been the addition of real 'blasting' power to the psions, something I'm not sure if I'm really comfortable with yet (well, except for Mind Thrust, that seems perfectly cool).
I was surprised as well.
Somebody looking for a straight blaster character (at least at earlier levels) is almost certainly better off as a psion kineticist or a wilder than a sorcerer.

I have to admit, I love the idea of an actual direct damage purely mental attack like Mind Thrust, though I would never have thought to allow the power to do that much non-typed damage.
 
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In Urbis, normal humans (elves, dwarves, etc.) simply can't use psionic powers.

But a certain type of creature - the Surathi - can. And they can interbreed with just about any terrestrial creature.

So what happens is that some humans do exhibit psionic powers. But this is always the result of a cursed ancestry - which these people might or might not realize...

This keeps psionics rare, while still making it available for player characters.
 

Graf said:
That's interesting.
So a psion has to have the same outlook (like alignment?) as that of a specific region or else what happens?

Depends, psionic powers are about imposing your will. On the other hand, you're more likely to discover and attune your psionic powers if you are "compatible" enough -- but nothing prevents you from travelling to another place after that.

Graf said:
Like do they stick out like sore thumb?
Do psionic monsters really dislike them and run around after them?
If the area is sentient does the area itself start making life difficult? How?

Each time, it depends. I've two Eeeevil sentient regions IMC. One is a dark green hell of a forest, loathing civilisation and all humanoids. The unfortunate traveler who journeys through this vegetal maze will really have the feeling nature itself is leagued against him, from wolves to insect swarms to poisonous and/or animated plants. A lot of the fauna and flora is mutated, or even fiendish. Even practicioners of nature magic (druids and rangers) are hampered and attacked. The other is an anthill-like city, whose purpose is to expand continually until it covers the whole world, extending its influence and its powers ever further. It enslaves people and use hiveminded psychic warriors as its champions.

Graf said:
Real rules differences in different places could actually be a really cool theme. The beliefs and fears of people could shape the psychic landscape over time.
[Kind of like having a plane (as in Manual of the Planes type plane) with different psionic attributes in different places.]

I haven't felt the need to make up actual rules, but it's great for plot devices -- a battlefield or another place of carnage can keep an emotional scar and people who arrive there will feel uneasy, as the traumas of the past echo in their mind. Several haunting phenomenons are not caused by negative energy, but by this.
 

Yair said:
Come to think of it, you are right - psions SHOULD be based on wisdom. Makes much more sense.
I suspect it had to do with wanting all three mental stats - I believe psychic warriors use Wis, and wilders use Cha, IIRC.

As for their role in the campaign - I agree completely. Psionics, once intruduced, need not be kept to only a few practitioners. (Although the DM can always come up with reasons that it is, of course.)

I dunno, I really liked the idea of the primary stat being related to the primary discipline. What I couldn't stomach was Str-based and Dex-based psions.

I'd be happy with Int going to TPsychoporters and Metacreativity, Wis going to Psychokinetics and Clairvoyants, Con going to Psychometabolics, and Cha going to Telepaths.

Just for example.

--Ben
 

Graf said:
Especially campaigns where psionics is relatively common and psionics use is not significantly more stigmatized than magic I could see myself struggling to explain why psionics wasn't more prevalent.

BETA? VHS?
Linux? M$?

Marketing? Luck? Fate?

Seriously, it's a good point. Personally, I like the 'talent' explaination. To my mind, psionic power is much like sorcerous power: inborn talent. The reason psionics are not more prevalent is simply due to the inherent rarity of the psionic 'gene', if you will.

Piratecat said:
Sure, wizards can do horrible stuff, but at least you see them casting spells. But psions? they can control your mind and no one would ever know!

I don't know a great deal about psionics and I don't have the books, but I was suprised by this -- is it really true that most psionic abilities are undetectable? IIRC, they provoke AoOs...how does that work???

Hmmm...I think I want to play a duergar psionicist in my next campaign...
 

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