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Psionics (role-playing games)

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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. 180: 66: 25: 403:
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)
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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 – Communicate with others – 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
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Space/Time manipulation – 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
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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
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Intellect manipulation – 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
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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.
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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
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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.
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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
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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.
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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
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Physics manipulation – 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
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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
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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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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
44: 281: 263: 161: 52: 476:, extreme tele-empathy, tele-cybers, pain synthesizers, psionic blast, psychic weapons, mental attacks/defenses, mind control, and 223: 121: 907:, all of whom have demonstrated various degrees of psionic abilities ranging from telepathy to telekinesis to mental domination. 574: 846: 714: 778:(both 1st and 2nd editions) focuses almost exclusively on various forms of psychics, each with differing abilities. The games 230: 201: 128: 600: 595: 918: 532: 87: 977: 816: 410:, intellpsionic, synapsionic, psionic mimicry, psi-absorption, psi-augmentation, psi-bestowal, psi-negation, psi-sensing 212: 110: 972: 630:
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 – 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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Manifest manipulation – Powers that create objects, creatures, or some form of matter.
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settings have at least telepathic powers available to players. Examples include the
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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 – 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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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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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:”, 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. 8: 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 1086: 1030:Science-fiction themed RPGs in general 682:with its magic system. In the case of 881:and other telepathic characters from 7: 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 14: 575:Psionics (Dungeons & Dragons) 34:This article has multiple issues. 1020:A game by Raven c.s. McCracken, 178: 64: 23: 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€œ 16:Aspect of role-playing gaming 590:supplement for the original 77:general notability guideline 739:Lusternia, Age of Ascension 1142: 572: 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 79: 955:World of Darkness 830:-induced genetic 639:campaign settings 587:Eldritch Wizardry 455:astral projection 381:automatic writing 361:, intuitiveness, 292: 291: 284: 274: 273: 266: 248: 172: 171: 164: 146: 74: 57: 1133: 1110: 1109: 1107: 1106: 1091: 968:Trinity Universe 781:Heroes Unlimited 622:is discussed in 436:Psychometabolism 287: 280: 269: 262: 258: 255: 249: 247: 206: 182: 174: 167: 160: 156: 153: 147: 145: 104: 68: 67: 60: 49: 27: 26: 19: 1141: 1140: 1136: 1135: 1134: 1132: 1131: 1130: 1116: 1115: 1114: 1113: 1104: 1102: 1093: 1092: 1088: 1083: 1054: 1032: 1018: 1008: 988: 946: 931: 915: 875:science fiction 871: 842: 826:), widespread, 812: 768:, most notably 766:Palladium Books 762: 742: 710: 670: 577: 571: 544: 524: 506: 491: 451:Psychoportation 343:retrocognitives 311: 309:Common features 288: 277: 276: 275: 270: 259: 253: 250: 207: 205: 195: 183: 168: 157: 151: 148: 105: 103: 81: 69: 65: 28: 24: 17: 12: 11: 5: 1139: 1137: 1129: 1128: 1118: 1117: 1112: 1111: 1085: 1084: 1082: 1079: 1078: 1077: 1072: 1071: 1070: 1063:Parapsychology 1060: 1053: 1050: 1037:Star Frontiers 1031: 1028: 1017: 1012: 1007: 1002: 987: 982: 945: 942: 930: 925: 914: 909: 870: 857: 841: 836: 811: 798: 761: 758: 741: 736: 709: 704: 669: 664: 573:Main article: 570: 565: 543: 538: 523: 517: 505: 500: 493:The following 490: 487: 486: 485: 482: 481: 480: 466: 443: 429: 411: 400: 397:energy healing 377:Metacreativity 370: 351:remote viewing 331:Clairsentience 310: 307: 297:, in tabletop 290: 289: 272: 271: 186: 184: 177: 170: 169: 72: 70: 63: 58: 32: 31: 29: 22: 15: 13: 10: 9: 6: 4: 3: 2: 1138: 1127: 1124: 1123: 1121: 1101: 1097: 1090: 1087: 1080: 1076: 1073: 1069: 1066: 1065: 1064: 1061: 1059: 1056: 1055: 1051: 1049: 1047: 1043: 1039: 1038: 1029: 1027: 1025: 1024: 1016: 1013: 1011: 1006: 1003: 1001: 998: 994: 993: 986: 983: 981: 979: 975: 974: 969: 964: 961: 957: 956: 951: 943: 941: 938: 937: 929: 926: 924: 921: 920: 913: 910: 908: 906: 905: 900: 896: 895: 890: 886: 885: 880: 876: 869: 865: 861: 858: 856: 854: 849: 848: 840: 837: 835: 833: 829: 825: 824: 819: 818: 810: 806: 802: 799: 797: 795: 794: 789: 788: 783: 782: 777: 776: 771: 767: 759: 757: 754: 750: 747: 740: 737: 735: 733: 729: 725: 721: 717: 716: 708: 705: 703: 700: 695: 693: 689: 685: 681: 680:game-balanced 677: 676: 668: 665: 663: 661: 657: 652: 650: 646: 645: 640: 635: 633: 629: 625: 621: 617: 616: 611: 606: 603: 602: 597: 593: 589: 588: 583: 582: 576: 569: 566: 564: 562: 561:Helios Rising 557: 556: 551: 550: 542: 539: 537: 535: 534: 529: 521: 518: 516: 513: 512: 504: 501: 499: 496: 488: 483: 479: 475: 472: 467: 464: 460: 456: 452: 449: 444: 441: 437: 434: 430: 427: 423: 419: 418:Psychokinesis 416: 412: 409: 406: 401: 398: 394: 390: 386: 385:transmutation 382: 378: 375: 371: 368: 364: 360: 356: 352: 348: 344: 340: 339:precognitives 336: 332: 329: 325: 322: 321: 319: 316: 315: 314: 308: 306: 304: 300: 296: 286: 283: 268: 265: 257: 254:February 2024 246: 243: 239: 236: 232: 229: 225: 222: 218: 215: β€“  214: 210: 209:Find sources: 203: 199: 193: 192: 187:This article 185: 181: 176: 175: 166: 163: 155: 144: 141: 137: 134: 130: 127: 123: 120: 116: 113: β€“  112: 108: 107:Find sources: 101: 97: 93: 89: 85: 78: 71: 62: 61: 56: 54: 47: 46: 41: 40: 35: 30: 21: 20: 1103:. 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