Psionics
Introduction
Introduction to Psionics
The mind is the ultimate frontier — a realm where untapped potential and raw will converge to shape reality. In Age of Adventure, psionics represents the power that emanates from within, allowing individuals to manifest extraordinary abilities through focus, discipline, and insight but without relying out magic and other outside forces.
In a game where settings and genres are left to the Game Masters, psionics is designed to be as flexible as the narrative demands. A psion could be:
- A Mystic Monk: Living high in a secluded mountain temple, mastering inner peace and the art of transcending physical limits while practicing martial arts
- A Hypnotist: Talk of the glamorous saloons and a member of mistical societies, wandering the shadowy fringes of society, using their mental prowess to sway hearts and bend wills.
- A Galactic Guardian: Wielding laser guns and swords, blending martial prowess of the future with metaphysical insight.
- Corporate Mindbender: In the cutthroat world of corporate espionage, this operative uses subtle mental influence to sway negotiations, uncover secrets, and control the boardroom from the shadows.
- Psychic Detective: Always knowing a little more, piecing together mysteries that leave conventional investigators baffled.
- Druidic Empath: Tapping into the collective consciousness of the natural world—communicating with wildlife, healing the wounded, and invoking the ancient rhythms of the earth.
This open-ended design encourages you and your players to interpret psionics in a way that best suits your campaign's tone and aesthetic.
Psionic Points
Each psion has a pool of PP (psionic points in case but this is compatible with wherever else you see PP such as power points in Hero module). Generally every psionic feature gives psion 2 PP.
Psions regain half of their PP after every short of long rest.
Initially a psion can use 1 PP at the time and they can raise that limit by taking levels in Potent Psionics. Limiting this one feature tree therefor allows GMs to fine tune the presence of psionics in their games from minor effects (no Potent Psionics) to world bending psionic powers that can influence entire areas (all 11 levels of Potent Psionics).
Psionic Abilities
Psionic abilities have two stages, low burn and release. After every short or long rest a psion will generally start one or more abilities on a slow burn that give them small bonuses psions are known for - talking telepathically, moving small objects with the power of mind, seeing a bit more, being a bit faster... At any point the psion can chose to release those low burning abilities for a short but more powerful effect. Psion can also chose to overcharge that release with even more PP for a costlier but more powerful effect. Releasing too many of their low burning abilities will leave psions weak and tired until they can take a rest, regain PP and start new abilities.
Breaching Limits
Psions are known for their ability to go past their limits, risking injury to themselvese to go beyond their normal limits. Psions can spend PP they don't have by rolling on the Psionic Punishment Table for each PP. They can also spend PP above the limit allowed by their Potent Psionics by doing the same.
Psionic Punishment Table
d20 | Effect |
---|---|
1 | You lose 1 VIT until recovered. |
2 | You lose 1 INT until recovered. |
3 | You lose 1 AGI until recovered. |
4 | You lose 1 WIS until recovered. |
5 | You lose 1 CHA until recovered. |
6 | You gain -1 to Psionic DC and attack rolls until recovered. |
7 | Your max PP is reduced by 2 until recovered. |
8 | You are blinded until recovered. |
9 | You are deafened until recovered. |
10 | All psionic abilities and release effects cost 1 additional ◆ to use. |
11 | You gain one level of System Stress instead of psionic punishment. |
12 | All your movement speeds are reduced by 1 until recovered. |
13 | You immediately take 1d12 psychic damage. |
14 | You immediately take 1d10 true damage. |
15 | Your max HP is reduced by 1d6 until recovered. |
16 | You suffer -1 to all skill checks until recovered. |
17 | You suffer -1 to all attack rolls until recovered. |
18 | You gain 1 level of disadvantage on initiative until recovered. |
19 | You cannot use the psionic ability that caused this roll until recovered. |
20 | You suffer no major consequence this time. |