Far Reaches: Psionics
Posted: Sun May 12, 2024 1:41 pm
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:
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:
- Atmokinesis – The ability to control the weather.
- Bilocation – The ability to be present in two different places at the same time.
- Clairvoyance — The ability to see things and events far away.
- Chronokinesis - The ability to control time, affecting a short period.
- Dowsing – The ability to locate water, sometimes using a tool called a dowsing rod.
- Dream telepathy – The ability to telepathically communicate with another person through dreams.
- Ergokinesis – The ability to influence the movement of energy.
- Levitation – The ability to float or fly by mystical means.
- Mental projection – The ability to voluntarily project one's mental body.
- Mind Control – The ability to control one’s mind.
- Precognition – The ability to perceive or gain knowledge about future events.
- Psychic medicine – The ability to heal another with PSI.
- Psychometry – The ability to obtain information about a person or an object by touch.
- Phytokinesis — The ability to control plants with one's mind.
- Pyrokinesis – The ability to control flames, fire, or heat using one's mind.
- Psychokinesis – The ability to influence a physical system without physical interaction.
- Retrocognition – The ability to psychically perceive past events.
- Remote viewing – The ability to see an unknown target and determining its location.
- Telepathy – The ability to transmit or receive thoughts psychically.
- Thermokinesis - The ability to control air temperature.
- Thoughtography – The ability to transfer a mental image into a photo on a physical surface.
- Xenoglossy - The ability of a person to suddenly be able to write and speak in a foreign language.