Dan’s Psionic Rules

The following blog entry is designated Open Game Content by the terms of the Open Game License.


Dan Harms

Psionics have been a part of roleplaying sessions for years, with many different rulesets and implications.  The following rules outline an alternative system that captures the flavor of all of these and is suitable for use in any game.

Acquisition:  Psionic powers are granted to any character for whom the player can make an argument to the Game Master that psionic powers are justified.  Make up whatever explanation for this that fits your setting, or, indeed, any explanation at all.

Usage: When a character uses psionic powers, roll 3d6.   This represents the number of minutes  that the Game Master and the player should spend leafing through books, using jargon, arguing about effects, calculating expenditures of resources, and deciding that one or the other has gotten everything wrong and must start over, while the other players sit at the table and watch them.

At the end of this time, the player should roll 1d6 and consult the Psionic Power Outcome Chart below.


Psionic Power Outcome Chart

1-2  Power does what the player wants, within the parameters of the “Effects” section below.

3 Power does what the Game Master wants.

4-6  Power has no effect.


Effects:  A psionic power should not exceed in effect, range, duration, speed, cost, or any other parameter, what another character could accomplish, via spell, weapon, skill, or other means, with a resolution time of 5 real-world seconds or less.

Published in: on July 26, 2011 at 8:53 pm  Comments (1)  

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One CommentLeave a comment

  1. I always found the DMG’s “Psionic attacks on non-Psionic opponents” table a good model for the effect on everyone around the table when someone wanted a Psionic character… Stunned, enraged, feebleminded, catatonic…

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