Psionics Source Material

By The Masked Man, in Genesys

I am looking to develop a PsionicS source back for a Space Opera campaign using the Genesys rules system. While I am working on the basis template. I would welcome suggestion for the Psionic skills to put in as standard

Psionics is basically magic with a different flavor, like the Force from Star Wars or biotics from Mass Effect. I think the most important ingredient will be your flavoring of the psionics skill. Once you explain how it works, and what kind of limitations to learning and application there are, the rest should fall into place.

Definitely check out the Star Wars RPG source material for examples on the effects (for example, the "Move" power accomplishes a whole host of effects). They have power trees, which could maybe give you an idea of how you could evolve & support your Psionics skill with certain talents. I wouldn't go so far as to have Force dice or anything, but there's likely a clean & simple way to accomplish what you're envisioning.

A Force die might be an interesting alternative to a system with multiple skills for psionics.

2 hours ago, player966703 said:

A Force die might be an interesting alternative to a system with multiple skills for psionics.

If there was a mechanic to take the white/black pips into consideration, sure.

But in the absence of a pervasive "dark side of the Force" story element, it ends up being more of a bother than anything—especially since you're more likely to hit black pips than you are white.

Edited by awayputurwpn
1 hour ago, awayputurwpn said:

If there was a mechanic to take the white/black pips into consideration, sure.

But in the absence of a pervasive "dark side of the Force" story element, it ends up being more of a bother than anything—especially since you're more likely to hit black pips than you are white.

The black pips could just have a consequence. Like causing strain.

GURPS Psionics would be a good resource to mine. Looks like it's available as a PDF on SJ Games's site.

In fact, looks like GURPS has put out a host of psionic-themed supplements since I played the system, including GURPS Psionic Powers, GURPS Psionic Campaigns, and GURPS Psi-Tech.

Edited by SavageBob
1 hour ago, Tesoe said:

The black pips could just have a consequence. Like causing strain.

Sure, but then why not just use the regular narrative dice, which have Threat on them? They can cause strain, plus other possibly interesting effects.