In my earlier S&W draft of Zhontaar, psionics were based on the metapsychic powers in Julian May’s Saga of Pliocene Exile and represented by tweaked versions of Gamma World mental mutations. For the current version, I’m going with the ”official” X-Plorers psionics rules posted at the X-Plorers Yahoo Group. My tweaks-in-progress:
- There is a strong connection between psionic strength and Presence, the attribute representing willpower and inner strength (X-Plorers free version, p. 6). While high INT still determines psionic aptitude, high PRE (13+) is also required; the latter attribute provides the “power points” for using psi powers, and is also the default saving throw versus many psychic attacks.
- Clairvoyance: Attempts at Clairvoyant projection are subject to Target Number difficulty modifiers based on the character’s familiarity with the location, akin to the White Box 5th level spell Teleport. PC has seen and studied the location = no modifier. PC has seen location but not studied = +2. PC has seen and studied pictures, but not actual location = +4. PC has never seen or studied location = +8. Target location is in another dimension (regardless of familiarity) = +10.
- Telekinesis: The Telekinetic powers Move Object and Push are folded together into Move. The target of a telekinetic push can make a saving throw vs. Physique to halve the amount of distance/damage suffered. A new Telekinetic ability is Shield, which creates an invisible wall of force that will stop projectiles. This barrier can sustain a total amount of damage equal to [current PRE x character level] before dissipating. Otherwise, it will last for a maximum number of combat rounds equal to the character’s level; this may be extended by expending 1 point of PRE per additional round.
- Telepathy: Targets of telepathic attacks (Mind Blast, Read Minds, suggestion, etc.) make saving throws vs. PRE to resist. Send Message becomes Transmit. In addition to the powers as stated, the transmitting character may attempt to implant a suggestion in the mind of the target. Potential effects and limitations of this power mimic those of the D&D spells Charm Person or Suggestion.
Psionically-gifted individuals are viewed by much of the common populace with suspicion, but are rarely subjected to any sort of violent discrimination (and even then only in the most backwater parts of the system). Perhaps the fact that psionics are something one is born with — rather than studied or actively pursued, as in the case of wizardry or sorcery — is what prevents these occasional frenzies from becoming the sort of full-blown pogroms that have periodically ravaged the ranks of the wizardly orders over the past two aeons. There are numerous psionic “covens” scattered throughout the system, and several larger pro-psi organizations. More on these later…




