Making Psionics less Sci-Fi


Homebrew and House Rules


I’ve always loved psionics in fantasy, but I’ve found that they are presented in a fashion that is more akin to Sci-fi settings than fantasy, and I really think that’s more about how it is presented than anything else. The concept of a seer with mental abilities, or a gypsy with the second sight is pretty common in fantasy literature.

Anyway, I’ve been thinking that with some simple name substitutions you could change the feel a little:

Instead of... / Use...
Psionics / Second Sight
Psionic Focus / Mystic Focus
Psionic Feat / Mystic Feat
Psi-like Ability / Mystic Ability
Power Resistance / Mystic Resistance
etc / etc.

Classes
Psion / Seer (Implying studied learning)
Wilder / Mystic (Implying intuitive learning)
Psychic Warrior / Adept
Soulknife / Mmm… can't really sell that as anything other than what it is. I wouldn't use it in campaigns where I was trying to avoid the sci-fi feel. You just know they meant 'Jedi' when they were first writing it.

Skills / Powers
Autohypnosis / Mental Discipline
Know.(Psionics) / Knowledge(Mysticism / The Second Sight)
Psychometabolism / Body Control
Psychokinesis / Energy Control
Psychoportation / Mental Travel
Clairsentience / Mental Sight
Telepathy / Mental Communication / or just leave it as Telepathy
Metacreativity / Mental Creation

Instead of Psi-Crystals, refashion them as Orbs, like scrying balls, with similar effects. Perhaps minor levitation instead of growing arms and legs to get around though.

Can anyone suggest any other changes you could make to psionics to make them a little less starwars-y?


zen.cat.nine wrote:


Can anyone suggest any other changes you could make to psionics to make them a little less starwars-y?

I think you've covered it pretty well.

Palladium Fantasy has 'mind mages.' They're psionicists.

You might also try a Yogi flavor. That would make sense, I think. Mind over body, meditation, etc. There is a reference to yogis in the earliest D&D rules on psionics, I think.

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I never really liked psionics much. That being said, I had a friend create a system where each psionicist had 2 powers, which I liked. As the character leveled, he could select new powers and/or increase the abilities of his powers, kind of how the summoner uses the evolution pool. The problem was there was a large amount of work to be done in balancing. It was nice because it cut down on the amount of classes and allowed for more customization.


zen.cat.nine wrote:

I’ve always loved psionics in fantasy, but I’ve found that they are presented in a fashion that is more akin to Sci-fi settings than fantasy, and I really think that’s more about how it is presented than anything else. The concept of a seer with mental abilities, or a gypsy with the second sight is pretty common in fantasy literature.

Anyway, I’ve been thinking that with some simple name substitutions you could change the feel a little:

Instead of... / Use...
Psionics / Second Sight
Psionic Focus / Mystic Focus
Psionic Feat / Mystic Feat
Psi-like Ability / Mystic Ability
Power Resistance / Mystic Resistance
etc / etc.

Classes
Psion / Seer (Implying studied learning)
Wilder / Mystic (Implying intuitive learning)
Psychic Warrior / Adept
Soulknife / Mmm… can't really sell that as anything other than what it is. I wouldn't use it in campaigns where I was trying to avoid the sci-fi feel. You just know they meant 'Jedi' when they were first writing it.

Skills / Powers
Autohypnosis / Mental Discipline
Know.(Psionics) / Knowledge(Mysticism / The Second Sight)
Psychometabolism / Body Control
Psychokinesis / Energy Control
Psychoportation / Mental Travel
Clairsentience / Mental Sight
Telepathy / Mental Communication / or just leave it as Telepathy
Metacreativity / Mental Creation

Instead of Psi-Crystals, refashion them as Orbs, like scrying balls, with similar effects. Perhaps minor levitation instead of growing arms and legs to get around though.

Can anyone suggest any other changes you could make to psionics to make them a little less starwars-y?

Psionics are only sci-fi if you feel they are. To many of us they are mind magic. To others it is a form of mysticism. Ignore the name if it makes it easier to accept, and call it mysticism. Changing the name and/or fluff is easier than changing mechanics.


I've never cared for psionics and I think that the presentation is largely responsible. Psionics always "felt" wrong but I never gave it enough thought to determine why exactly. Now that you point it out, I'm sure that is the reason.

Changing the language and descriptions should go a long way towards changing that. I like what you have so far. Looking forward to see what other ideas pop up.


In one of my campaigns, I had rebranded psionics as a new form of magic being developed called "alchemy". That'd be alchemy in the classical sense of it purifying and elevating the alchemist, or 'philosopher', himself spiritually; a process symbolized by the creation of the philosopher's stone. Although better know for it's supposed ability to transmogrify base metals into gold, the philosopher's stone was supposedly able to refine/elevate anything into it's purest/highest state of being. For base metals, that meant gold while for a flawed mortal man such as the alchemist himself, that meant a transmogrification/apotheosis into an immortal being akin to God. The latter blasphemy is why alchemists often hid their research in cryptic drawings full of complex imagery.

So IMC philosophers, the term alchemists most often used to describe themselves to distinguish themselves from those who merely dealt with the mundane physical/material side of alchemy, were seekers looking to elevate themselves spiritually. Instead of mixing reagents in a laboratory like an alchemist however, philosophers would seek to master the four elements within their own selves; embodied in the four humors: Sanguine, Choleric, Melancholic and Phlegmatic. By manipulating these four humors the philosopher could bring about mystical transmogrifications within himself and even in nearby people and things. For instance, by raising his body temperature and engendering a choleric temperament, the philosopher might unleash a blast of fire at his foes.

The more in tune he would become with his own essences, the greater the power he could yield. The first step a fledgling philosopher would take when embarking on the path to ultimate enlightenment was to fashion a for himself his very own "philosopher's stone"; i.e. a psicrystal. In regards to the unpalatable nomenclature of psionics, I would simply replace all instances of the word "psionic" with "philosophical" or "alchemical".


I love psionics but those changes are good. I prefer limited selection instead of a crazy array. I also loved darksun so maybe i am biased :)


I'm not sure putting "mental" in everything makes it feel any more fantasy.

My first change would be to use "psychic" instead of "psionic". To me "psychic" has enough shades of magic without getting confused with other kinds.

Let's try it out:

Instead of... / Use...
Psionics / Psychic Power
Psionic Focus / Mental Focus
Psionic Feat / Psychic Feat
Psi-like Ability / Psychic Ability
Power Resistance / Psychic Resistance
etc / etc.

Classes
Psion / Psychic
Wilder / (I think this name sounds just fine)
Psychic Warrior / (again, perfectly fine name, perhaps just bland)
Soulknife / ("Soul" sounds nothing like it has anything to do with sci-fi, so I'd leave it as-is, maybe even change it to being a class using one of the other types of magic)

Skills / Powers
Autohypnosis / Mental Discipline
Know.(Psionics) / Knowledge(psychic power)
Psychometabolism / Lifeforce Control
Psychokinesis / Forceful Projection
Psychoportation / Psychic Steps
Clairsentience / Third Eye
Telepathy / Mind-Link
Metacreativity / Material Control
(I'd say half the problem coming up with names for these power categories is that they are arranged too scientifically)


"A rose by any other name would smell as sweet."

By which I mean, all those names exist first and foremost as a metagame concept, while characters in the game world are free to call it however they like, from "Psionics" to "The Way" to "Freakin' Mind Juju". Hence, it's up to the individual gaming group to give psionics an appropriate feel.


amorangias wrote:
Hence, it's up to the individual gaming group to give psionics an appropriate feel.

I agree. I love the 3.5 psionics as an alternative magic system. It's robust and, I believe, it's strength is that it's versatile and easily adaptable for use in whatever form of eldritch art a group may be seeking to represent.

Another notion I'd had was to have psionics be the innate magical ability of the fey, in the same way that sorcery was originally the innate magic of dragonkind. It'd represent the glamour which is the essence of their beings; empowered by their command of creativity, imagination and dreams. Essentially, these "glamourists" would be the decendants of the fair folk or abducted changelings raised in the realm of the fey.

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