734:, who were, in this game, not the first human beings, but instead mere humans infused with powers by God. God used them as the pawns of a small game with Satan, to see if humans untainted by society and the harsh life of Earth would succumb to evil. As told in the Bible, Eve and Adam eventually were tempted by Satan, and were thrown down to Earth. The modern psi are their surviving scions. Despite these powers, the psis are usually considered as weaker and much more fragile than the main protagonists of the game, angels and demons.
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language, analyze and copy any fighting style, construct complex devices and inventions, compute mathematics at a superhuman level and have an eidetic memory. Amplify brain waves of others to enhance their intelligence, and thinking speed; they can also use their power to boost others power by advancing the power portion of their brain.
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roleplaying game, psionics are only available at character creation to characters from the cosms of Core Earth (modern-day Earth) or the Star Sphere (the space opera cosm). Characters from other cosms 'can' learn psionic skills and powers during play, though when such characters use (or even possess)
701:
4th edition psi abilities are bought as all other
Advantages, with a 10% discount for the fact that they can be neutralized by anti-psi powers and technologies. The reason of such a change was the game balance problem: 3rd edition psis (and mages) were highly versatile at low point levels and became
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system, produced in the 80's and 90's, involved humans hunting down supernatural creatures. Psychic characters were one of the character options that could be optionally rolled to determine. This is one of the few systems that does not attempt to make psionics just a form of 'mind magic', i.e. that
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Thought manipulation β Communicate with others β especially other
Psionics, mentally. Powerful psionics can completely alter a person's personality. Not only are they able to pick up on an emotion, if the emotion is strong enough, the psionic himself is able to feel that emotion. A frequent example
445:
Space/Time manipulation β Move an object or another creature through space and time; by manipulation of the flow of time, Psionics have the power to shift three-dimensional energies into virtually any environment they can conceive (such as a world inside a mirror); They can use portals to transport
755:
or
Psionics. Mages can specialize from the Psionics skill in either Telepathy or Telekenisis, each granting its own unique abilities. Monks can choose between Psionics and Acrobatics as well, and have the ability to specialize in Psychometabolism, a form of Psionics that affects the physical body.
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includes the mastery of psionics as a career option in the character creation stage. The odds of naturally developing psionic powers are unlikely (the player must roll a seven on the Events table, followed by a twelve, followed by a one), if a player achieves this, they have access to a number of
402:
Intellect manipulation β Exclusive or near-exclusive association with highly advanced
Intelligence quotients, disciplined, and/or willful beings well over the "superhuman intuitive genius" level; can choreograph entire wars with ease, comprehend and alter any science instantaneously, decipher any
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present psionics, each in their own way. Often a system will present both magic and psionics. In these cases, psionics is usually defined in terms of its differences from and interactions with the magic system rather than on any specific capabilities. The following are some of the more prominent
604:
subdivided these disciplines into lesser powers called "devotions" and greater powers called "sciences". It also had separate classifications for psionic "attack" and "defense" powers/modes that were a sort of telepathic means of combat between psionically endowed beings.
850:
treated psionics as an advanced science with many fields of studies, three levels of functioning (Psionically dead, Psionically open, Psionically
Awakened) and vast number of skills. Characters that were open and been Psionically attacked or had contact with a raw
999:
that focused on psionic powers. The player characters were either psi-cops on the hunt for psychics, or they were psychics on the run. Being psychic was illegal in this dystopia. Psionics were the result of a plague that nearly wiped out humans.
558:
format, modified to comport with the concept. For example, information manipulation is much more viable than matter manipulation, and accessing the dimension can ultimately drive practitioners insane. Red Truth was first introduced in
962:
sometimes work magic through a paradigm of psionic power. In addition, more ordinary humans in the setting sometimes possess psychic abilities, and these powers and others like them are often referred to as Numina.
594:
in 1976. Psionics in D&D are designed to be on-par with magic, and so cover nearly every mechanical ability that the magic system does, organized into categories (disciplines) reminiscent of the
413:
Physics manipulation β Manipulate energy or tap the power of the mind to produce a desired end; Mind over matter projecting pure force via the mind; Other (non-force) "Energy"-based abilities.
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Psionics is sometimes used as a setting-compatible replacement for magic in role-playing games with science-fiction settings, particularly in the form of optional additional rules, such as in
552:
science-fiction setting introduces a modern take on the concept called Red Truth. This is a parallel dimension of pure information that overlays our own. The system itself uses the basic
530:
implements a wide variety of mechanical abilities, many of which are compatible with (and often used to build) psionic characters (often referred to as "mentalists" in
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themselves or others. They can also open gates to pocket dimensions, and even alternate and warp realities. They can also go back in time and alter the timeline.
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38:
326:β learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable.
1048:, taken from films, television series or literature, though often (as in the two examples given) psionics are already present in some form in the setting.
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of the topic and provide significant coverage of it beyond a mere trivial mention. If notability cannot be shown, the article is likely to be
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setting, which features psionics prominently and magic secondarily, and treats magic (here called "arcane magic") unconventionally by
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476:, extreme tele-empathy, tele-cybers, pain synthesizers, psionic blast, psychic weapons, mental attacks/defenses, mind control, and
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907:, all of whom have demonstrated various degrees of psionic abilities ranging from telepathy to telekinesis to mental domination.
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778:(both 1st and 2nd editions) focuses almost exclusively on various forms of psychics, each with differing abilities. The games
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source), while the power that "drives" magic (from magic users and clerics) are instead magical art or divinity (an
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also make extensive use of these rules. The basic psionics system does not vary much between each product.
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doesn't just use magic rules in a psionic context. Powers for magic and psionics are completely separate.
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Psionics are primarily distinguished, in most popular gaming systems, by one or more of the following:
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Molecular manipulation β Change the physical properties of some creature, thing, or condition.
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could awaken, and characters with very high
Psionic scores might be "contacted" and trained.
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1096:"5 Classes We'd Like To See Come Back In One D&D (& 5 That Shouldn't Make The Cut)"
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Manifest manipulation β Powers that create objects, creatures, or some form of matter.
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301:, is a broad category of fantastic abilities originating from the mind, similar to the
641:, psionics are a secondary system, less prominent than magic. This is reversed in the
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settings have at least telepathic powers available to players. Examples include the
626:. The distinction it draws is that psionics are the exercise of "mental energy" (an
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magazine issue 78, which is devoted to psionics, and the relation with magic within
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lack of arcane rituals, gestures, components, and other typical features of magic.
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are created from ordinary humans to battle against the return of the mutated
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is allowed to select
Psionics out of their tertiary skillset β Dreamweaving,
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source), though these latter may involve minds and some use of mental power.
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examples; there are also other variations and systems in use among games.
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is the sole trigger responsible for psionic powers in player characters.
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722:) are wielded by a few humans. These psis were first described in the
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Spells can be psionic, too: How and why magic resembles mental powers
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rules, shares these mechanics for psionics in nearly every detail.
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powers that they may develop during the character creation phase.
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3rd edition there is a broad range of psionic abilities, vaguely
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Please help to demonstrate the notability of the topic by citing
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465:, multi-dimensionals walking, etherialization, stasis suspension
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1040:. This is also true, to some extent, of settings, such as
428:, electrokinesis, cryokinesis, hydrokinesis etc., soulites
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French roleplaying game, psionic powers (here called
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introduced psionics as an option as far back as the
204:. Unsourced material may be challenged and removed.
702:rapidly more powerful as point budgets increased.
690:β, purchased and refined by the player during
320:or super/meta human-like abilities including:
1010:Another game that focuses on psionic powers.
305:abilities that some people claim in reality.
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53:Learn how and when to remove these messages
442:, imperviousness, invisibility, elasticity
873:Many role-playing games based on popular
282:Learn how and when to remove this message
264:Learn how and when to remove this message
162:Learn how and when to remove this message
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1030:Science-fiction themed RPGs in general
682:with its magic system. In the case of
881:and other telepathic characters from
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658:, being a de-branded version of the
202:adding citations to reliable sources
995:is a game from the 80's put out by
940:them it counts as a Contradiction.
787:Palladium Fantasy Role-Playing Game
608:An early discussion of psionics in
391:, multiplication, heighten senses,
764:Several of the games published by
213:"Psionics" role-playing games
111:"Psionics" role-playing games
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575:Psionics (Dungeons & Dragons)
34:This article has multiple issues.
1020:A game by Raven c.s. McCracken,
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726:supplement. The first psi were
715:In Nomine Satanis/Magna Veritas
707:In Nomine Satanis/Magna Veritas
601:Advanced Dungeons & Dragons
189:needs additional citations for
42:or discuss these issues on the
598:schools. The first edition of
1:
1126:Role-playing game terminology
1094:Tremaine, Kate (2022-09-24).
686:, categories of ability are β
16:Aspect of role-playing gaming
590:supplement for the original
77:general notability guideline
739:Lusternia, Age of Ascension
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84:reliable secondary sources
73:The topic of this article
1058:List of psychic abilities
495:role-playing game systems
75:may not meet Knowledge's
997:Fantasy Games Unlimited
775:Beyond the Supernatural
770:Beyond the Supernatural
324:Extrasensory perception
1023:The World of Synnibarr
1015:The World of Synnabarr
660:Dungeons & Dragons
592:Dungeons & Dragons
581:Dungeons & Dragons
568:Dungeons & Dragons
950:White Wolf Publishing
844:The roleplaying game
1068:Psi (parapsychology)
970:, the psions of the
814:In some games (e.g.
198:improve this article
760:Palladium Megaverse
478:projected illusions
692:character creation
299:role-playing games
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955:World of Darkness
830:-induced genetic
639:campaign settings
587:Eldritch Wizardry
455:astral projection
381:automatic writing
361:, intuitiveness,
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254:February 2024
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1103:. Retrieved
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549:Dawning Star
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541:Dawning Star
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522:/Hero System
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440:transvection
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422:hyperkinesis
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408:Metapsionics
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363:aura reading
347:transduction
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196:Please help
191:verification
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152:October 2017
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36:Please help
33:
1005:Silver Cord
973:Γon Trinity
847:Space Opera
839:Space Opera
823:Gamma World
805:Gamma World
651:standards.
528:Hero System
474:Telepathics
459:time travel
426:pyrokinesis
389:apportation
359:omniscience
355:psychometry
88:independent
1105:2024-02-08
1081:References
944:White Wolf
897:, and the
853:PK Crystal
656:d20 System
555:d20 Modern
463:bilocation
393:mediumship
224:newspapers
122:newspapers
96:redirected
39:improve it
1046:Star Wars
1042:Star Trek
992:Psi World
985:PSI World
978:Aberrants
919:Traveller
912:Traveller
904:Star Wars
894:Star Trek
884:Babylon 5
879:Psi Corps
864:Star Wars
860:Star Trek
828:radiation
749:archetype
724:Mindstorm
533:Champions
520:Champions
511:Bureau 13
503:Bureau 13
471:Examples:
469:is pain.
448:Examples:
433:Examples:
415:Examples:
405:Examples:
374:Examples:
328:Examples:
86:that are
45:talk page
1120:Category
1075:Psionics
1052:See also
832:mutation
817:Paranoia
801:Paranoia
649:AD&D
644:Dark Sun
637:In most
632:external
628:internal
620:AD&D
610:AD&D
596:Wizard's
295:Psionics
966:In the
933:In the
889:Vulcans
712:In the
489:Systems
367:dowsing
335:scrying
318:Magical
303:psychic
238:scholar
136:scholar
100:deleted
868:et al.
809:et al.
688:powers
615:Dragon
240:
233:
226:
219:
211:
138:
131:
124:
117:
109:
92:merged
960:Mages
901:from
891:from
793:Rifts
753:Runes
699:GURPS
684:GURPS
675:GURPS
667:GURPS
245:JSTOR
231:books
143:JSTOR
129:books
98:, or
1044:and
936:Torg
928:Torg
899:Jedi
820:and
790:and
746:Mage
730:and
728:Adam
654:The
546:The
526:The
508:The
217:news
115:news
1100:CBR
952:'s
948:In
732:Eve
720:psi
697:In
672:In
536:).
200:by
1122::
1098:.
1026:.
980:.
958:,
887:,
866:,
862:,
807:,
803:,
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744:A
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48:.
1108:.
399:.
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261:(
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252:(
242:Β·
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140:Β·
133:Β·
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102:.
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55:)
51:(
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