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Psionics in Greyhawk
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nijineko
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Joined: Mar 21, 2007
Posts: 38
Location: two strange quarks short of a graviton....

PostPosted: Mon Sep 14, 2009 11:56 am    Post subject: Reply with quote

so you want a mechanically different psionic system? may i suggest that you look at mutants and masterminds by green ronin? it is aimed at the superhero genre, but works in any genre you care to apply it to. inclusive in the rules for powers is the "player gets to describe it" rule, combined with some advice to the dm on how to adjudicate that. which means that you can make anything "psionic" with a description. =D
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gargoyle
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Joined: May 14, 2003
Posts: 349
Location: the Free City of Dyvers (Kansas City, MO)

PostPosted: Mon Sep 14, 2009 5:13 pm    Post subject: Reply with quote

Varthalon wrote:
...The best I've seen (and unfortunately I've lost track of my copy) was a homebrewed d20 system that based the powers on feats (accessing the different types of psionics and such) and skills (effecting how powerful you were in each type of psionics and how much control you had. It was a bit cumbersome to work with but had the virtue of not being overpowered or just magic by another name.

Where it was a skill and feat system it also allowed non-psions to learn some basic psionics, although at cross/class skill point costs.
That sounds very much like the Psychic class from Green Ronin. If you like that system, check it out.
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Argon
Grandmaster Greytalker


Joined: Jul 10, 2003
Posts: 1232
Location: New Jersey

PostPosted: Tue Jun 08, 2010 9:12 pm    Post subject: Reply with quote

Green Ronin made a decent attempt at psionics what I always called them psychics. No psps instead the psychic strains himself hit points and could pass out by using his powers too often yes there are psychic skills and it lends alot from second edition psionics handbook. I use this for my GH game and allow saving throws based on the 3.5 edition rules. Some tweeking and it works out fine.
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