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Far Reaches: Psionics

Posted: Sun May 12, 2024 1:41 pm
by Gene
This post is in response to several questions concerning psionics in Far Reaches. Psionics is based on PSI potential, although every character has a PSI potential only a few actually have any PSI abilities. Also, psionic potential is derived from the following equation: (D100 + willpower + insight) / 3.

The PSI value is different from PSI potential only in that certain requirements must be met before a character acquires PSI. The criteria are Willpower greater than 59 and Sanity less than 49.

I've designed the psionics this way because psionics should not be an end-all ability. At best it's an enhancer but one that comes with a few negatives. As an example, each time a PSI ability is tried and it fails, there is a chance the character will lose Sanity points. Losing sanity can increase psionic strength (at least in the current version of the rules), it's a chance roll. Also, a psionic character that has used their ability whether successful or not, can be more easily tracked and attacked psionically by another psionic player character or NPC, than a non-psionic character.

Some of the psionic abilities that I'm considering including in the game are:
  1. Atmokinesis – The ability to control the weather.
  2. Bilocation – The ability to be present in two different places at the same time.
  3. Clairvoyance — The ability to see things and events far away.
  4. Chronokinesis - The ability to control time, affecting a short period.
  5. Dowsing – The ability to locate water, sometimes using a tool called a dowsing rod.
  6. Dream telepathy – The ability to telepathically communicate with another person through dreams.
  7. Ergokinesis – The ability to influence the movement of energy.
  8. Levitation – The ability to float or fly by mystical means.
  9. Mental projection – The ability to voluntarily project one's mental body.
  10. Mind Control – The ability to control one’s mind.
  11. Precognition – The ability to perceive or gain knowledge about future events.
  12. Psychic medicine – The ability to heal another with PSI.
  13. Psychometry – The ability to obtain information about a person or an object by touch.
  14. Phytokinesis — The ability to control plants with one's mind.
  15. Pyrokinesis – The ability to control flames, fire, or heat using one's mind.
  16. Psychokinesis – The ability to influence a physical system without physical interaction.
  17. Retrocognition – The ability to psychically perceive past events.
  18. Remote viewing – The ability to see an unknown target and determining its location.
  19. Telepathy – The ability to transmit or receive thoughts psychically.
  20. Thermokinesis - The ability to control air temperature.
  21. Thoughtography – The ability to transfer a mental image into a photo on a physical surface.
  22. Xenoglossy - The ability of a person to suddenly be able to write and speak in a foreign language.
This list is not absolute, and I encourage GMs and players to contribute with expanding the Far Reaches universe for everyone's enjoyment.