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Technically gaming is in part an expression of our inner selves, as is dreaming.  Considering how much I enjoy gaming I really don’t like being asleep but I enjoy dreaming for the most part.

If you can get the differences.

One of the less than optimal parts of dreaming for me is that the theme of my dreams nearly every night feels like an episode of Twilight Zone.  I will admit it could be worse… (Game of Thrones).  But that isn’t what makes it really enjoyable for Dreaming.


So if one of your selling points for a game is “it feels like an episode of Twilight Zone…”  Or worse, like reading A Game of Thrones.  I’ll pass because I get that most nights in 3d color and 3+ senses or at least I am happy I don’t dream that way.

Rarely do I want to pass upon an opportunity to game when possible (I do love my wife more than gaming, shocker I know, so that means I do pass on a lot of gaming)


One of the ways I describe most of the individuals I interact with in my Dreams are NPC’s.  People whom I have no idea who they could be in real life and probably don’t have real world connotations or correlations.

But on occasion someone near me dies.  Now then this may be a brain trick but for some reason I meet those people and generally talk to them in an inexplicable way once or twice then they don’t reappear in my dreams.

Which brings us around to gaming (again?!?!) because it could be an interesting psychic power even if it is an illusion in the real world. (Hey if Steven S. Long estimates his skills in Writing as being in the 10+ point range I can have a psychic power in converting my abilities to game mechanics!)

Which means the powers I should be talking about are Psionics!

Psionics: covers the wide realm of various Psychic abilities that can be manifested in an individual, place or item.  Because there are other powers that are strongly associated with psionics as an explanation for power source or origin the player for the character should come up with something creative and unusual rather than duplicating abilities like telepathy, mind control powers or other phenomenon often associated with the psychic realm, should a character have other powers that might make a good fit in the psychic arena rolling them all together underneath the psychic heading or using this power to tie them together might not be a bad idea though it is easily overused.

A: Offensively there are a wide range of effects from mind blasts, psychically inflicting sensory deprivation, misdirection, Pyrokinisis (fire control), Cyrokinisis (ice control) Hydrokinisis (water control) as well as ego assaults and possession.

B: Defensively Psionic powers are just as impressive ranging from mental defenses to psionic force fields,  hampering others attacks,  more misdirection and illusions

C: Psionic forms of movement are usually related to levitation/flight and teleportation, leaving aside the other forms of movement for the moment (like Astral Projection, a power in its own right!)

D: As a sensory power Psionics are nearly unrivaled Psychometry (receiving images from an items past) Precognition (the ability to sense the future), Post-cognition (the ability to see the past) Clairvoyance (the ability to see things without being present) Clairaudience (the ability to hear without being present) and so on and so forth. The biggest issue with psionic senses may be enabling the character full use of the power while letting certain kinds of stories (such as murder mysteries and whodunits) to be told.


Examples of Psionic Powers

-Blackout Helper Headband: The projector band amplifies the psionic abilities of a mentally normal human to the point the may take over the minds of the unconscious (or those wearing receptor bands) as a way to build a workforce or a small empire.  Though in some ways similar to the Mind Control power the receptor headband leaves the target susceptible to verbal commands of uncontrolled individuals which can lead to a variety of interesting stories to be followed up upon as a campaign unfolds.  The good news about the bands is those under the influence of a band do not appear to recall the events that transpire and each of the 10 charges in each device lasts about 1 hour.  Smart users of this technology will build enough (often with controlled labor) to replace those devices needing recharging in order to keep everything smoothly flowing 24 hours a day seven days a week.

-Fangs for the Memories: The psionic character has the ability to take, review and replace the memories of a target character within HTH range for 4 PR per action attacking on the Mind Control Table.  In addition to rewriting someone’s brain should there be certain events in the characters past that have bonus experience points attached to them then the Psion can drain those away and install them in themselves for half the value.  There is a 1d10xlvl% chance of a random character having such and worth up to 1d10xlvlx10 XP of base value; one can be found per hour of searching upon a contested Id20 roll keeping the victim in a fugue like state.  The character cannot duplicate experience he has had (say from the other side of the same event) or from attacking members of a group that all gained the benefit from the same event (if all members of a team gained +1000 Xp from disarming a secret Nuclear bomb in a villains base then attacking and draining the memory from one would gain the mentalist 500 xp, even if the mentalist drained the same event from two to all of the persons involved in the mission the maximum the psionicist could gain would be the 500 drained from the first target [half of the original bonus]). 

-Linguist Power: The character has the ability to divine information from the interaction of others even if that communication is normally incomprehensible.  The character makes a d20C roll and expends 1d6 pr based upon how far away the language is from human comprehension in the Gm’s opinion. This is a contested roll for cyphers and attempts to pass on concealed information without third party knowledge.  There are some specialized versions of this power and at some higher levels this may be a non-offensive telepathy with a vocalization component or a Willpower skill at lower levels for all computer languages as an example.

-Psi Bolts and Psi Shield: this character has dramatically weaponized his Psychic powers for good or ill.  The character deals 1d10 Damage for 2 PR attacking on the Telepathy chart. In each attack only one pip of which is considered to be physical damage at the most until the targeted character is out of power points, then the damage may be accrued to the Characters HP as normal. Defensively the character may erect his Psi Shield which grants the Willpower defense for 1 Pr per turn it is in use and allowing the character to mechanically ‘evade’ by using his psychic powers as a distraction for 5” of movement per -1 up to his normal movement maximum sacrificing travel for standing still and concentrating.  

-Psial Basic Matter to Energy Conversions: by taking the weight of an Object in pounds the character may convert the singular item into a pool of energy to power a variety of effects ranging from a blast of energy (Ax2″ range attacking on the Power Blast table damaging from d4 to d20 and takes energy from the pool and costs PR equal to the die size divided by 2 rounded up) to a countering force (reduce items knocked back or hurled by 1 pool point per game scale inch per basic hit or SDR) or a propulsion benefit (1 pool point per game scale inch of speed per hour added to the characters base movements or to another person or vehicle movement after the base cost of attaching the power is paid costing 1 pr per 50 pounds the target weighs).  This pool is fairly imperfect it leaks at a rate of 1 point per hour, and may only have one singular defined object in it, at a time.

-Psycho Mechanic: this power determines utility, status, and operation needs of mechanical devices the character is allowed to examine. The character can determine what needs to be done to restore or modify a particular item in order to repair damaged objects or in the case of objects that are in good enough condition what needs to be done in order to start the mechanical item in question.  This does not grant control like the Lightning control power but can determine who is controlling an item via that power or other means.

-Signal Intercept monitors: this device seeks to find psionic individuals by seeking individual who’s signal interceptors are not functioning at optimal levels.  This can help the monitoring person or persons find psions who are suppressing those they control, people easy to control or

-Somnambulist Crystals: the character question has the ability to create a wide variety of effects primarily by using crystals that they have found and experimented with. The character has 1d6 powers that require 50% of their movement and 1d3 pr to power.  Defenses are paid for per hour and attacks cost an additional 2d4 pr per attack action.

-Stardust Based memory: + effect per age category (Age/7) of the targeted individual

-Tried but True Tricks: the character has the ability to use the classic tropes of fiction as if they were unheard of beforehand.  This is a combination of subtle suggestion, probability manipulation and low grade telepathy to pull off these timeworn tricks such as pillow decoy’s, maneuvering opponents into falling down manhole covers and kicking dust in an enemies’ face.

-Underestimated dreams: psychic attacks that have a DH% chance (based upon the users default intelligence) of not being detected upon the first shot.  If hidden the attack may still be detected by a successful Detect Danger roll.  This attack deals 1d12 damage but 1d8 for each following attempt