In the Genesys RPG, Psionics work exactly like magic, using 2 strain to use the power, and rolling a Psionics skill check. However, for Pathfinder Second Edition, Psionics requires a slightly different method. Because Psionics is more free-flowing, and does not require spell slots, nor are they quite Focus Spells, they fall into a new category: Mysticism.
The Mysticism skill allows the user to create the base effects when trained, adding more potent effects the more proficient the caster is. Additionally, Mysticism can be used to recall knowledge on Psionics, creatures that use psionics, or lore around Psionics.
Preferably, the variant rules of Stamina are best practice here, or Spell Points (another homebrew system for Pathfinder Second Edition in the works), though in the Spellcraft rules to follow later I’ll give an example of how to use this system with spell slots.
As for the various psionic powers and effects, well check them out below!
For Genesys Roleplaying Game
Like the Seven Spheres setting, I designed these rules for Genesys specifically, mostly because of how easy it is to make such things in the system. As stated above, to use Psionics, you must have at least one rank in Psionics to use these powers, and it costs 2 strain to use these powers.
Psionics (Mysticism) (Willpower)
The power of psionic is the mind and will of the user to affect the world around them. Psionics isn’t like other magic, its ability is limited to a set of powers listed below. Psionics can also be called Ki or Chi, or Mystic
Using psionics powers is similar to casting a spell, each power is easy (), upgrading grants additional powers.
Your character should use this skill if you want to
- Move things with your mind, including yourself
- Enhancing your physical form by unlocking your mental potential
- Recall knowledge of kinetic powers and psionics
Your character should not use this skill if you want to:
- Read or control minds.
- Use magic or spells, This isn’t magic
- Recall knowledge of physics, you want knowledge science or lore.
Spending
and
on Psionics powers
| Cost | Result Options |
| The effort of the kinesis power exhausts the character, and they suffer 2 strain or 1 wound (controlling pc’s choice)This character adds | |
| The power throws the user off balance, and grants | |
| The power is slightly more powerful than expected, one character of the GM’s choice is targeted or otherwise affected by this power as well.All other kinesis users within a day’s travel become aware of the character (and depending on their disposition, may be very interested in finding them) | |
| The character overexerts themselves, and are unable to use kinesis powers for the rest of the encounter.The GM picks the target of the character’s power, if the user is an NPC, the controlling player picks the target of the power instead. | |
| The character completely lose control over their kinetic powers, suffering one Critical Injury. At the GM’s discretion, the character may lose their kinetic powers for several encounters (or after a long rest). |
Psionics Powers
List of Psionics powers and their upgrades
Bind
The Psionic user restrains an enemy, preventing the target from acting. Roll a psionics vs resilience check. Success means the user immobilizes a target within short range until the end of the user’s next turn. The target may attempt to break the bind using a vs resilience check against the user’s kinesis.
Bind Additional Effects
| Effects | Difficulty Mod |
| Range: Increase the range band by one | + |
| Disorient: Causes the target to be disoriented per success | + |
| Duration: Affects the target for an additional turn | + |
| Additional Target: Choose one additional target. | + |
Enhance
The psionics user temporarily enhances his physical prowess for a short amount of time. For each success, the user enhances one skill that uses Athletics or Coordination skill for the next round, supplying one or
on the check.
Enhance Additional Effect
| Effect | Difficulty Mod |
| Duration: Increase duration per round on each | + |
| General Skill: Choose one general skill based on brawn or agility | + |
| Combat Skill: Choose one combat skill to increase | + |
| Increased Will: Increase Discipline or Vigilance skill | + |
| Soak: Increase soak threshold by 1 per | + |
| Defense: Grant a defense of 1 | + |
| Kinetic Leap: Increase the range band of running or jumping by one | + |
Farsight/Hearing
The Psionic user expands normal visual or audible senses using this power This allows the user to remove from any checks for audible or visual skill checks (such as vigilance or perception) for the remainder of the round or up to one minute outside of combat, up to medium range.
Farsight/Hearing Additional Effects
| Effect | Difficulty Mod |
| Duration: Increase the duration by one per | + |
| Range: Increase the range to long | + |
| Greater Hearing/ Sight: Remove up to | + |
| Acute Details: Increase the details seen or heard up to medium range to very fine details | + |
| Superior Sense: Grant the user infrared sight or super sonic hearing for the next round | + |
Levitate
This power allows the user to float and move themselves around. The user makes an average psionics check to levitate for one round and move up to short range in that round.
Levitate Additional Effects
| Effect | Difficulty Mod |
| Range: Increase the range of movement by one range band | + |
| Duration: Increase the duration of levitation by one round per | + |
| Additional Target: Target another person or object of silhouette 1 | + |
| Air Bubble: Create an atmospheric sphere around yourself up to engaged | + |
Manipulate
The psionics user shapes machine components on a molecular level, allowing them to mend damaged mechanical systems. The user repairs one damage to a damaged item , or if on a vehicle, recover one system strain for the vehicle that they are engaged with.
Manipulate Additional Effects
| Effect | Difficulty Mod |
| Repair: Increase the damage repaired per | + |
| Destroy: Cause damage to an item or vehicle per | + |
| Range: Increase the range by one band | + |
| Control: Control a mechanical device or vehicle for one round | + |
Move
The psionics user can move small objects using Psionics. The user may move one object of silhouette 0 that is within short range up to his maximum range. The default maximum is short range.
Move Additional Effect
| Effect | Difficulty Mod |
| Size: Increase the silhouette by 1 | + |
| Range: Increase the range by one range band | + |
| Throw: Throw the object as a ranged attack, dealing damage 5+ (2xsilhouette, minimum 1) | + |
| Additional Target: Move one additional object | + |
Misdirect
The Psionic uses mind tricks to fool his target. Choose one target within short range, with a the target is unable to perceive a chosen person or object of silhouette 1 or smaller, this lasts for a number of rounds per success
Misdirect Additional Effects
| Effect | Difficulty Mod |
| Duration: Increase the duration by 1 per | + |
| Quantity: Increase the number of objects or person by 1 | + |
| Additional Targets: Increase the number of targets by 1 per | + |
| Size: Increase the silhouette size you are choosing | + |
Protect
The psionics user guides the flow of mental energy, protecting themselves and or others. The user makes a psionics check and rolls an Average () difficulty. Reduce the damage from attacks that hit himself or an engaged character by an amount equal to willpower
Protect Additional Effect
| Effect | Difficulty Mod |
| Damage reduction: Increase the damage reduction per | + |
| Shield: For one round, grant 1 defense | + |
| Duration: Increase duration of protect for a number of rounds per | + |
| Reflect: Give your protect power reflection 2 | + |
| Range: Increase the range by one range band | + |
| Additional Targets: Select a number of targets to protect, up to your willpower. | + |
Sense
The psionics user can sense energies, including magical/mystical energies in the world around them. On success, the psionics user can sense one of the following and must determine what they are sensing for: living beings, psionics energy, one type of magical energy (arcane, divine, primal, or occult), emotional state of one living target within engaged range of the psionics user.
Sense Additional Powers
| Effect | Difficulty Mod |
| Range: Increase the range by one range band | + |
| Duration: Increase duration of sense a number of rounds per | + |
| Premonition: Apply | + |
| Ready for it: Add a | + |
| Know What’s Coming: Upgrade difficulty of target’s combat check, can be used as an out-of-turn incidental | + |
Suppress
The psionics user can weaken their target or suppress their powers. If the user chooses to weaken their target, the target takes on any skill checks that use brawn. The user can instead suppress the powers of their target. Roll a psionics vs (magic skill) on each
the target’s magic is suppressed per round , the target takes
when the target attempts to use any of the magic skills they may have. This can only affect targets within short range
Suppress Additional Effects
| Effect | Difficulty Mod |
| Duration: Increase duration by 1 round per | + |
| Range: Increase range by one range band | + |
| Greater suppression: Increase the number of | + |
| Additional Target: Choose one additional target to suppress | + |
| Slow: You can instead suppress agility instead of brawn. | + |
Unleash
The psionic user unleashes a wave of energy out from him, causing damage and possibly pushing back other targets. Make an Average () difficulty kinesis check against a target target within short range, success, the target takes damage equal to willpower plus one damage per uncanceled , and one strain per uncanceled
.
Unleash Additional Powers
| Effect | Difficulty Mod |
| Range: Increase range by one range band | + |
| Additional Targets: Increase the number of targets by one, as long as they are engaged | + |
| Non-lethal Blast: The power gains the stun damage quality | + |
| Impact: The power gains the knock down quality | + |
| Empowered: Double the damage output | + |
| Blast: The power gains the blast quality equal to your ranks in discipline | + |
| Destructive: The power gains the sunder quality, and gains the pierce quality with a rating equal to the character’s rank in discipline | + |
| Shove: Push the target back up to one full range band away | + |
| Burst: Create a burst that affects all targets in short range. | + |
| Deadly: The power gains a critical rating of 2, and gains the vicious quality with a rating equal to the character’s rank in discipline | + |
For Pathfinder Second Edition
Converting from the initial system I designed this for to pf2e was a small challenge, but the rules are simple: the DCs are based on class level. Critical Success increase the effect, and Critical Failures cause the user to take a d8 non-lethal damage per 2 raises, showing the strain this caused them.
For the moment, using each effect follows the rules for Focus Spell casting, they have the Mysticism and Mental Traits, and resisting effects is based on Class DC. the Spell Attack is based on Wisdom
Bind
The psionic user restrains an enemy, preventing the target from acting. Roll a mysticism vs fortitude dc. Success means the user immobilizes a target within 30 feet until the end of the user’s next turn. The target may attempt to break the bind using a fortitude check against the user’s class dc.
Bind Additional Effects
| Effects | Difficulty Raise |
| Range: Increase the range by 30 feet | +1 |
| Disorient: Causes the target to be disoriented 1 | +1 |
| Duration: Affects the target for an additional turn | +1 |
| Additional Target: Choose one additional target. | +2 |
Enhance
The psionic user temporarily enhances his physical prowess for a short amount of time. On a success, the user enhances one skill that uses Acrobatics/Athletics skill for the next round, granting a +1 to their roll
Enhance Additional Effect
| Effect | Difficulty Raise |
| Duration: Increase duration per round with concentration | +1 |
| Skill: Choose one skill based on strength or dexterity | +1 |
| Increased Will: Increase will save by 1 | +1 |
| Damage Reduction: reduces the damage by 1 point per raise | +2 |
| Defense: Grant a +2 armor bonus | +2 |
| Kinetic Leap: Increase the range of running or jumping by 5 feet per raise | +2 |
Farsight/Hearing
The psionic user expands normal visual or audible senses using this power This allows the user to add a bonus of +1 from any checks for audible or visual skill checks for the remainder of the round or up to one minute outside of combat, up to medium range.
Farsight/Hearing Additional Effects
| Effect | Difficulty Raise |
| Duration: Increase the duration by one round with concentration | +1 |
| Range: Increase the range by 100 feet | +1 |
| Greater Hearing/ Sight: Reduce the DCR of perception checks by 2 | +1 |
| Acute Details: Increase the details seen or heard up to medium range to very fine details | +2 |
| Superior Sense: Grant the user infrared sight or super sonic hearing for the next round | +3 |
Levitate
This power allows the user to float and move themselves around. The user makes an average mysticism check to levitate for one round and move up to short range in that round.
Levitate Additional Effects
| Effect | Difficulty Raise |
| Range: Increase the range of movement by 30 feet | +1 |
| Duration: Increase the duration of levitation by one round with concentration | +1 |
| Additional Target: Target another person or object to levitate | +1 |
| Air Bubble: Create an atmospheric sphere around yourself up to 10 feet | +2 |
Manipulate
The Psionic user shapes machine components on a molecular level, allowing them to mend damaged mechanical systems. The user repairs one damage to a damaged item , or if on a vehicle, recover one Hard point for the vehicle that they are engaged with.
Manipulate Additional Effects
| Effect | Difficulty Raise |
| Repair: Increase the damage repaired per 2 on damaged items or system strain on vehicles. | +1 |
| Destroy: Cause damage to an item or vehicle 1d8 force damage | +1 |
| Increased Damage/repair: increases the die size by 1 per raise | |
| Range: Increase the range 30 feet | +1 |
| Control: Control a mechanical device or vehicle for one round | +2 |
Move
The Psionic user can move small objects using mysticism. The user may move one object of small size that is within short range up to his maximum range. The default maximum is short range.
Move Additional Effect
| Effect | Difficulty Raise |
| Size: Increase the size by one per raise | +1 |
| Range: Increase the range by 30 feet | +1 |
| Throw: Throw the object as a ranged attack, dealing damage 5+ (size die) | +2 |
| Additional Target: Move one additional object | +2 |
Misdirect
The psionic uses mind tricks to fool his target. Choose one target within short range, making a Mysticism vs Will DC.
Critical Success: The target is unaffected
Success: the target is fascinated 1
Failure: the target is fascinated 3
Critical Failure: the target is Dazzled 1
Misdirect Additional Effects
| Effect | Difficulty Raise |
| Quantity: Increase the number of objects or person by 1 | +1 |
| Additional Targets: Increase the number of targets by 1 per 2 | +1 |
| Duration: increases the duration by 1 minute | +2 |
Protect
The psionic user guides the flow of mental energy, protecting themselves and or others. The user makes a mysticism check and rolls an Average difficulty. Reduce the damage from attacks that hit himself or an engaged character by an amount equal to wisdom modifier.
Protect Additional Effects
| Effect | Difficulty Raise |
| Damage reduction: Increase the damage reduction per raise | +1 |
| Shield: For one round, grant a +1 armor bonus | +1 |
| Duration: Increase duration of protect for a number of rounds with concentration | +1 |
| Reflect: Give your protect power reflection 2 | +1 |
| Range: Increase the range by 30 feet | +2 |
| Additional Targets: Select a number of targets to protect, up to your wisdom modifier. | +2 |
Sense
The psionic user can sense energies, including magical/mystical energies in the world around them. On success, the psionic user can sense one of the following and must determine what they are sensing for: living beings, msytic energy, one type of magical energy (arcane, divine, primal, or occult), emotional state of one living target within engaged range of the psionic user.
Sense Additional Powers
| Effect | Difficulty Raise |
| Range: Increase the range by 30 feet | +1 |
| Duration: Increase duration of sense a number of rounds with concentration | +1 |
| Premonition: Apply a -1 status effect on one target you are sensing when they attempt a skill check against you | +1 |
| Ready for it: Add +1 to your initiative | +2 |
| Know What’s Coming: increase your AC by 5 against the target. | +3 |
Suppress
The psionic user can weaken their target or suppress their powers. If the user chooses to weaken their target, the target takes a -2 on any skill checks that use strength. The user can instead suppress the powers of their target. Roll a mysticism vs (Class DC) on success the target’s magic is suppressed per round , the target takes a -2 when the target attempts to use any of the magic skills they may have. This can only affect targets within short range
Suppress Additional Effects
| Effect | Difficulty Raise |
| Duration: Increase duration by 1 round with concentration | +1 |
| Range: Increase range by 30 feet | +1 |
| Greater suppression: Increase the DCR by 1 per raise | +1 |
| Additional Target: Choose one additional target to suppress | +2 |
| Slow: You can instead suppress Dexterity instead of strength | +2 |
Unleash
The psionic user unleashes a wave of energy out from him, causing damage and possibly pushing back other targets. Make a DC 15 (trained) mysticism check against a target within short range, success, the target takes 1d8+Wis mod force damage.
Unleash Additional Powers
| Effect | Difficulty Raise |
| Range: Increase range by 30 feet | +1 |
| Additional Targets: Increase the number of targets by one, as long as they are within 5 feet | +1 |
| Non-lethal Blast: The power gains the non-lethal damage quality | +1 |
| Impact: The power gains the knock down quality | +1 |
| Empowered: increases the damage by 1 die. | +1 |
| Trip: this ability gains the trip trait | +1 |
| Destructive: The power increases the damage by 1 die size | +2 |
| Shove: Push the target back up to one full range band away | +2 |
| Burst: Create a burst that affects all targets in 30 ft. | +2 |
| Deadly: The power gains deadly (1d12) critical effect. | +2 |