Thursday, April 10, 2014

Introducing the Psionicist

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This WAS supposed to get up yesterday; the plans of mice and men, no?  The inclusion of psionics in the X-PLORERS rpg is great, something I always felt was missing from STAR FRONTIERS and certain other sci-fi games. But for the kind of game I'm looking to run handing them out as an additional benefit to every character that qualifies puts the wrong emphasis on those abilities. Once - in a game context, of course - psionic abilities are discovered to be real, the effort and focus to first develop and then grow those abilities would leave, in my mind at least, little time for other things like pursuing an unrelated career. So I see the psionic character as a class unto itself.

Psionically gifted individuals (any character with a Charisma [CHR] of 13 or greater should consult page 32 of the Brave Halfling Publishing core book for rules to determine if your character is actually psionic) may receive training at either governmental or civic facilities. Commonwealth training is tuition-free  but requires the character submit to a manditory term of Commonwealth Service that still confers full citizenship and the political franchise at it's fulfillment.  Additionally, Telepaths in Commonweaslth Service are automatically bonded upon completion of their duty term.  Civic institutions may require study of the character's ability or contract work on behalf of that facility in addition to their tuition.  Tuitions can frequently be paid for by a work-study program.

PSIONICIST

Image source XCOM wikia.com

A trained Psionicist can be an incredibly useful asset to any mission team, whether its enhanced physical performance of Awareness or remote manipulation of Telekinesis or even the unreliable insight that can be gained by Visions.  Their para-normal abilities can level the playing field or even provide a definite advantage to a team on the most difficult missions.

A Psionicist's initial skill is...

  • Determined randomly according to the Psionics and Other Weirdness chapter of the X-PLORERS rules.
  • In addition the Psionicist may select an elective skill from any of the other classes available in the game.
  • At Level 5 a second psionic ability is determined, either randomly as with the character's initial ability or in co-operation with the GM based on that character's history within the campaign.

A Psionicist doesn't have quite the same repertoire of skills as their more mundane counterparts but having access to their psionic abilities can make them more versatile.

Next up, another optional class!

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