Psionic in Runequest

Utgardloki

Mongoose
Okay, I am going to do it. I am going to make psionics a part of Runequest.

My plan is very simple. Basically, as in GURPS, each psionic effect is a separate skill. (Levitation, Telekinises, Mind Reading, etc).

In some instances, as noted in the skill description, one skill may be used for another. For example, Telekinesis can be used as a substitute for Levitation, but this is a Difficult task (i.e., modified as for a Difficult task), and requires the psionic to choose some object as an anchor. This is also a bit risky, because if the object he uses as an anchor is moved, turned, or toppled over, then he is going with that object. ("Hey! Hey! Hey! Hey! Hey!) This can really be difficult if a large, solid object is hard to find (such as in a desert). The object has to be heavy enough, or well secured enough, because it will have to support the psionic. (Trying to use a pebble as an anchor will probably result in the pebble getting pushed along the ground of turning over, for example.) This would all be noted as a possible use for Telekinesis.

Instead of Magic Points, psionics use Psionic Points. A beginning psionic starts out with a number of Psionic Points equal to his power, but may increase them with Improvement Rolls as if his Psionic Point total was a skill. Thus, psionics have an advantage of having lots of psionic points to play with, but a disadvantage of having to build up each psionic effect separately and not as part of an overreaching Runecasting skill. Also, psionic effects don't have a magnitude but instead cost power points according to what the psionic tries to do.

Because psionic combat can burn through points very quickly, I think I'll implement three point totals: psionic attack, psionic defense, and psionic effects. Psionic attack points would be used to do psionics on a resisting person's mind (whether simple mind reading, sending out a psionic blast, or trying to psionically dominate someone). Psionic defense points would be spent defending a psionic from attack. And psionic effects would be used for anything else, including using telekinesis to move another person around. Each of these totals would be built up separately. This avoids the problem in D&D 3.0 where psionic characters could not really use their powers for fear of being attacked by a psionic monster later on in the day.

Any thoughts, comments, cries of outrage?
 
Utgardloki said:
Any thoughts, comments, cries of outrage?

None realy, but I just wonder what is the difference between psionics and magic. Aren't they just two different names for the same thing?

Sorry, probably not on-topic.
 
simonh said:
Aren't they just two different names for the same thing?
Or a different wrapper on the same effects :) .

Utgardloki said:
I am going to make psionics a part of Runequest.
It would be nice to a nice wrapper mechanic for psionics... especially for sci/psi-fi settings.
Not sure if just usings skill roll and psionic pts differenciates enough from say sorcery or Rune magic.
Still could be good... keep us updated on how it turns out/plays.
 
I like the idea of each "power" being a seperate skill. But I wonder if using "psionic points" does make it a little too much like magic?

The main difference (to me) between psi and magic is that psi is an innate ability that is a physical manifestation of mental effort, and magic is bending supernatural energies in (somewhat) predictable ways (spells, etc).

In my homebrew world of Domibia, there is a race called the Nyalae who are itinerant psychic healers. They have three psychic abilities (each a skill) which use no power or points but instead cost a level of Fatigue, they can also "try harder" and gain a skill bonus by adding extra levels of Fatigue to the "cost".

I also tied skill and effect by making the results (in this case points of damage healed) equal to the character's modified skill/10. Thus a Nyalae with a skill of 50% in Heal would fix 5 points of damage with each successful use. Of course the chance to use the ability decreases as the Fatigue accumulates and thus the amount healed.

I think this really helps differentiate psi from magic, which may or may not be what you are looking for.
 
Are you familiar with Mentalism, as described in the Rolemaster books, or with Psionics, as desribed in Hârnmaster?

I use a version of such (somewhat Jedi-like) powers to represent the tangible effects of mysticism in my Glorantha games.

The manifest mystics produce effects that impact other people and their enviroment. Like a martial artist's chi-strike setting the target on fire, of a swordmaster reaching for his weapon with his will (think Jedi).

The orthodox mystics seek detachment from the world, and their power mostly only effects their personal reality. Perfect memory (and the editing and arranging of memories), ignoring the effects of hunger, thirst or gravity...

And so on. Good luck on your RQ-psionics project.
 
simonh said:
Utgardloki said:
Any thoughts, comments, cries of outrage?

None realy, but I just wonder what is the difference between psionics and magic. Aren't they just two different names for the same thing?

Sorry, probably not on-topic.

Actually, that is a very good question. In one sense, I've always considered psionics to be a kind of magic. In another sense, I've always considered psionics to be a different kind of magic.

I plan to avoid what they did in 3rd edition and make psionics just another way to do sorcery. Psionics should feel different, and have different effects. In many cases, this means there are things psionics can not do.

I like the idea of being able to drop down a fatigue level to refresh psionic power points. I will implement this.

The major advantage of including psionics would be to define characters who can do thing psionics can, but can not do things sorcerers can. Sorcerers can throw balls of fire around. Psionics can only make you think you are in a ball of fire.

I hope to get a chance to put details down soon.
 
Psionics, Mysticism and Animism are all in development for Gwenthia.

If you want to help us test the Mysticism rules, join in the Gwenthia playtest. Drop me a PM here and I can fill you in on the details.
 
I've always liked the idea of a unified magic=psionics theory.
I can't think of an example of a good implementation of this idea (probably the best would be effect based power systems like HERO), but it seems to me that most people want distinct magic and psionic systems, if only to have more powers and rules to play with. A lot of people, however, view them as fundamentally different animals.
"Authentic Thaumaturgy" is a book with suggestions for making rpg magic more like 'real world magic' written by a 'real' magician. I remember reading it criticized for not differentiating between psionics and magic, as though he didn't know there was a difference. I always took the implication that in 'real' magic, there is no difference... at least according to that particular author.
As for psionics for RQ? I think the trend is to have multiple potentially compatible but independent power subsystems (Rune magic, divine magic, spirit magic, dragon magic, etc etc), so I would say bring on the psionics systems and let the best one win!
As for the specifics of your suggestion, Utgardloki, I like the idea of using the different powers as separate skills, but I don't like the idea of having three new pools of points to keep track of.
 
Another option I considered was to use a character's psionic skill as the number of points available to use that skill. This would mainly apply to attack/defense: as a character used up her attacks/defense, her ability to use those modes would diminish until they were used up.

Of course, now we're keeping track of as many pools as she has psionic skills.
 
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