Complete Psionic is a supplemental rulebook for the 3.5 edition of the Dungeons & Dragons role-playing game published by Wizards of the Coast and released in April 2006. It is the first 3.5 edition supplemental rulebook published by Wizards of the Coast which focuses on psionics since the Expanded Psionics Handbook .
50-487: It presents additional material related to psionics , including three new classes and a variant of the psion , eight new prestige classes, a new psionic race and numerous feats and psionic powers. Complete Psionic also explores the concept of illithid heritage through new character options: nine illithid heritage feats and a prestige class, the Flayerspawn Psychic. The 160-page book was notable for adopting
100-513: A game master (GM) decides on the game system and setting to be used, while acting as a facilitator or referee. Each of the other players takes on the role of a single character in the fiction. Several varieties of RPG also exist in electronic media, such as multiplayer text-based Multi-User Dungeons (MUDs) and their graphics-based successors, massively multiplayer online role-playing games (MMORPGs). Role-playing games also include single-player role-playing video games in which players control
150-497: A 10% discount for the fact that they can be neutralized by anti-psi powers and technologies. The reason of such a change was the game balance problem: 3rd edition psis (and mages) were highly versatile at low point levels and became rapidly more powerful as point budgets increased. In the In Nomine Satanis/Magna Veritas French roleplaying game, psionic powers (here called psi ) are wielded by
200-473: A Contradiction. In White Wolf Publishing 's World of Darkness , Mages sometimes work magic through a paradigm of psionic power. In addition, more ordinary humans in the setting sometimes possess psychic abilities, and these powers and others like them are often referred to as Numina. In the Trinity Universe , the psions of the Æon Trinity are created from ordinary humans to battle against
250-462: A GM describes the game world and its inhabitants. The other players describe the intended actions of their characters, and the GM describes the outcomes. Some outcomes are determined by the game system, and some are chosen by the GM. This is the format in which role-playing games were first popularized. In contrast, many indie role-playing games experiment with different structures of play, such as sharing
300-521: A GM role through a visual interface called a GM toolkit , albeit with abilities limited by the available technology. Another standard concept in RPGs is the player character, a character in the fictional world of the game whose actions the player controls. Typically each player controls a separate player character, sometimes more, each of whom acts as a protagonist in the story. In contrast to player characters, non-player characters (NPCs) are controlled by
350-453: A character, or team of characters, who undertake(s) quests. Role-playing video games may include player capabilities that advance over time using statistical mechanics. These electronic games sometimes share settings and rules with tabletop RPGs, but emphasize character advancement more than collaborative storytelling. Some RPG-related game forms, such as trading/collectible card games (CCGs) and wargames , may or may not be included under
400-500: A de-branded version of the Dungeons & Dragons rules, shares these mechanics for psionics in nearly every detail. In GURPS 3rd edition there is a broad range of psionic abilities, vaguely game-balanced with its magic system. In the case of GURPS , categories of ability are “ powers ”, purchased and refined by the player during character creation . In GURPS 4th edition psi abilities are bought as all other Advantages, with
450-433: A deity represents, similar to domains. They may also exude Attack, Defense, or Perception auras that grant bonuses to nearby allies. Lurks are similar to rogues who call upon psionic powers to aid them. They may perceive the weaknesses of enemies and make sneak attacks, as well as use psionic augments to their abilities. The Erudite is a variant of the psion contained near the end of Complete Psionic. Whilst considered
500-634: A few humans. These psis were first described in the Mindstorm supplement. The first psi were Adam and Eve , who were, in this game, not the first human beings, but instead mere humans infused with powers by God. God used them as the pawns of a small game with Satan, to see if humans untainted by society and the harsh life of Earth would succumb to evil. As told in the Bible, Eve and Adam eventually were tempted by Satan, and were thrown down to Earth. The modern psi are their surviving scions. Despite these powers,
550-411: A form of interactive and collaborative storytelling . Events, characters, and narrative structure give a sense of a narrative experience, and the game need not have a strongly-defined storyline. Interactivity is the crucial difference between role-playing games and traditional fiction. Whereas a viewer of a television show is a passive observer, a player in a role-playing game makes choices that affect
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#1732790327219600-412: A formal system of rules and guidelines . There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG or TTRPG), is conducted through discussion, whereas in live action role-playing (LARP), players physically perform their characters' actions. Both forms feature collaborative storytelling . In both TTRPGs and LARPs, often an arranger called
650-425: A fourth class, the erudite , which is described as a variant of the psion class. The ardent and divine mind classes were originally one and the same, but were separated before publication: the background and philosophical identity of the ardent was an original element, whilst this was originally to be combined with the psychic auras of the divine mind. The two were separated, and the more divinely influenced divine mind
700-556: A loosely defined genre of computer and console games with origins in role-playing games such as Dungeons & Dragons , on which they base much of their terminology, settings, and game mechanics. This translation changes the experience of the game, providing a visual representation of the world but emphasizing statistical character development over collaborative, interactive storytelling. Online text-based role-playing games involve many players using some type of text-based interface and an Internet connection to play an RPG. Games played in
750-557: A modern take on the concept called Red Truth. This is a parallel dimension of pure information that overlays our own. The system itself uses the basic d20 Modern format, modified to comport with the concept. For example, information manipulation is much more viable than matter manipulation, and accessing the dimension can ultimately drive practitioners insane. Red Truth was first introduced in Helios Rising . Dungeons & Dragons introduced psionics as an option as far back as
800-411: A real-time way include MUDs , MUSHes , and other varieties of MU* . Games played in a turn-based fashion include play-by-mail games and play-by-post games . Massively multiplayer online role-playing games (MMORPGs) combine the large-scale social interaction and persistent world of MUDs with graphic interfaces. Most MMORPGs do not actively promote in-character role-playing, however, players can use
850-679: A recent formatting style by Wizards of the Coast, which generally involves an increase in page count for a given amount of information by including more background information. For example, classes and prestige classes include additional information on their role within the game, their organisation and lore. This formatting style resulted in eight prestige classes in Complete Psionic versus thirty-six in Complete Warrior . Complete Psionic introduces three entirely new classes, and
900-745: A role-playing game will generate specific characters and an ongoing plot. A consistent system of rules and a more or less realistic campaign setting in games aids suspension of disbelief . The level of realism in games ranges from just enough internal consistency to set up a believable story or credible challenge up to full-blown simulations of real-world processes. Tabletop role-playing games may also be used in therapy settings to help individuals develop behavioral, social, and even language skills. Beneficiaries commonly include young people with neurodevelopmental conditions, such as Autism spectrum disorders, attention-deficit hyperactive disorder ( ADHD ), and dyslexia . Role-playing games are played in
950-695: A seven on the Events table, followed by a twelve, followed by a one), if a player achieves this, they have access to a number of powers that they may develop during the character creation phase. In the Torg roleplaying game, psionics are only available at character creation to characters from the cosms of Core Earth (modern-day Earth) or the Star Sphere (the space opera cosm). Characters from other cosms 'can' learn psionic skills and powers during play, though when such characters use (or even possess) them it counts as
1000-590: A sort of telepathic means of combat between psionically endowed beings. An early discussion of psionics in AD&D is given in Dragon magazine issue 78, which is devoted to psionics, and the relation with magic within AD&D is discussed in Spells can be psionic, too: How and why magic resembles mental powers . The distinction it draws is that psionics are the exercise of "mental energy" (an internal source), while
1050-399: A variant, it is not an optional class, but rather a specific type of psion. Erudites do not specialise in 'disciplines' as do psions, but they are capable of memorising a virtually unlimited number of psionic powers, at the limitation that they can only manifest a limited number of unique powers each day. Erudites also automatically gain a psicrystal, which are crystals infused with the power of
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#17327903272191100-486: A wide variety of formats, ranging from discussing character interaction in tabletop form, physically acting out characters in LARP to playing characters virtually in digital media. There is also a great variety of systems of rules and game settings . Games that emphasize plot and character interaction over game mechanics and combat sometimes prefer the name storytelling game . These types of games tend to reduce or eliminate
1150-407: Is a broad category of fantastic abilities originating from the mind, similar to the psychic abilities that some people claim in reality. Psionics are primarily distinguished, in most popular gaming systems, by one or more of the following: The following role-playing game systems present psionics, each in their own way. Often a system will present both magic and psionics. In these cases, psionics
1200-526: Is one of the few systems that does not attempt to make psionics just a form of 'mind magic', i.e. that doesn't just use magic rules in a psionic context. Powers for magic and psionics are completely separate. The Hero System implements a wide variety of mechanical abilities, many of which are compatible with (and often used to build) psionic characters (often referred to as "mentalists" in Champions ). The Dawning Star science-fiction setting introduces
1250-489: Is sometimes used as a setting-compatible replacement for magic in role-playing games with science-fiction settings, particularly in the form of optional additional rules, such as in Star Frontiers . This is also true, to some extent, of settings, such as Star Trek and Star Wars , taken from films, television series or literature, though often (as in the two examples given) psionics are already present in some form in
1300-409: Is the role of a gamemaster, a participant who has special duties to present the fictional setting, arbitrate the results of character actions, and maintain the narrative flow. In tabletop and live-action RPGs the GM performs these duties in person. In video RPGs, many of the functions of a GM are fulfilled by the game engine . However, some multi-player video RPGs also allow for a participant to take on
1350-623: Is the sole trigger responsible for psionic powers in player characters. The roleplaying game Space Opera treated psionics as an advanced science with many fields of studies, three levels of functioning (Psionically dead, Psionically open, Psionically Awakened) and vast number of skills. Characters that were open and been Psionically attacked or had contact with a raw PK Crystal could awaken, and characters with very high Psionic scores might be "contacted" and trained. Many role-playing games based on popular science fiction settings have at least telepathic powers available to players. Examples include
1400-467: Is usually defined in terms of its differences from and interactions with the magic system rather than on any specific capabilities. The following are some of the more prominent examples; there are also other variations and systems in use among games. The Bureau 13 system, produced in the 80's and 90's, involved humans hunting down supernatural creatures. Psychic characters were one of the character options that could be optionally rolled to determine. This
1450-725: The Eldritch Wizardry supplement for the original Dungeons & Dragons in 1976. Psionics in D&D are designed to be on-par with magic, and so cover nearly every mechanical ability that the magic system does, organized into categories (disciplines) reminiscent of the Wizard's schools. The first edition of Advanced Dungeons & Dragons subdivided these disciplines into lesser powers called "devotions" and greater powers called "sciences". It also had separate classifications for psionic "attack" and "defense" powers/modes that were
1500-549: The Psi Corps and other telepathic characters from Babylon 5 , Vulcans from Star Trek , and the Jedi from Star Wars , all of whom have demonstrated various degrees of psionic abilities ranging from telepathy to telekinesis to mental domination. Traveller includes the mastery of psionics as a career option in the character creation stage. The odds of naturally developing psionic powers are unlikely (the player must roll
1550-465: The retronyms tabletop role-playing game or pen and paper role-playing game are sometimes used, though neither a table nor pen and paper are strictly necessary. A LARP is played more like improvisational theatre . Participants act out their characters' actions instead of describing them, and the real environment is used to represent the imaginary setting of the game world. Players are often costumed as their characters and use appropriate props, and
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1600-875: The ability to specialize in Psychometabolism, a form of Psionics that affects the physical body. Several of the games published by Palladium Books , most notably Beyond the Supernatural , feature psychic characters. The psychic powers in this universe are powered by Inner Strength Points (or ISP). Beyond the Supernatural (both 1st and 2nd editions) focuses almost exclusively on various forms of psychics, each with differing abilities. The games Heroes Unlimited , Palladium Fantasy Role-Playing Game and Rifts also make extensive use of these rules. The basic psionics system does not vary much between each product. In some games (e.g. Paranoia and Gamma World ), widespread, radiation -induced genetic mutation
1650-436: The definition of role-playing games. Although some amount of role-playing activity may be present in such games, it is not the primary focus. The term role-playing game is also sometimes used to describe other games involving roleplay simulation , such as exercises used in teaching, training, academic research, or therepeutic settings. Both authors and major publishers of tabletop role-playing games consider them to be
1700-525: The games' communication functions to role-play so long as other players cooperate. The majority of players in MMORPGs do not engage in role-playing in this sense. Computer-assisted gaming can be used to add elements of computer gaming to in-person tabletop role-playing, where computers are used for record-keeping and sometimes to resolve combat, while the participants generally make decisions concerning character interaction. One common feature of many RPGs
1750-474: The good fortune to write the Ilithiad for 2nd edition, as well as three supporting adventures. Because I had to delve so deeply into psionics, including suggesting the use of alternate rules (again, for game balance!), I came away with an even stronger appreciation for the possibilities psionics could offer a D&D game." Psionics (role-playing games) Psionics , in tabletop role-playing games ,
1800-503: The late 1990s due to competition from online MMO RPGs, role-playing video games , and collectible card games. However, TTRPGs experienced a resurgence in popularity between the mid-2010s and early 2020s due to actual play web series and online play through videoconferencing during the COVID-19 lockdowns . The tabletop format is often referred to simply as a role-playing game . To distinguish this form of RPG from other formats,
1850-438: The number of players in a LARP is usually larger than in a tabletop role-playing game, and the players may be interacting in separate physical spaces, there is typically less of an emphasis on tightly maintaining a narrative or directly entertaining the players, and game sessions are often managed in a more distributed manner. Tabletop role-playing games have been translated into a variety of electronic formats. As early as 1974,
1900-552: The power that "drives" magic (from magic users and clerics) are instead magical art or divinity (an external source), though these latter may involve minds and some use of mental power. In most campaign settings , psionics are a secondary system, less prominent than magic. This is reversed in the Dark Sun setting, which features psionics prominently and magic secondarily, and treats magic (here called "arcane magic") unconventionally by AD&D standards. The d20 System , being
1950-542: The psionicist's mind. An earlier version of the erudite appeared in Dragon issue #319. In addition to the new standard classes, Complete Psionic also introduces eight new prestige classes, adding to the nine in the Expanded Psionics Handbook and the smaller number printed in other Wizards of the Coast supplemental books. Synads are aberrations that appear human, but have three different minds working together inside their head. Complete Psionic
2000-487: The psis are usually considered as weaker and much more fragile than the main protagonists of the game, angels and demons. A Mage archetype is allowed to select Psionics out of their tertiary skillset – Dreamweaving, Runes or Psionics. Mages can specialize from the Psionics skill in either Telepathy or Telekenisis, each granting its own unique abilities. Monks can choose between Psionics and Acrobatics as well, and have
2050-460: The responsibility for creating setting details and NPCs among all players. The first commercially available RPG, Dungeons & Dragons ( D&D ), was inspired by fantasy literature and the wargaming hobby and was published in 1974. The popularity of D&D led to the birth of the tabletop role-playing game industry, which publishes games with many different themes, rules, and styles of play. The popularity of tabletop games decreased in
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2100-481: The return of the mutated Aberrants . Psi World is a game from the 80's put out by Fantasy Games Unlimited that focused on psionic powers. The player characters were either psi-cops on the hunt for psychics, or they were psychics on the run. Being psychic was illegal in this dystopia. Psionics were the result of a plague that nearly wiped out humans. Another game that focuses on psionic powers. A game by Raven c.s. McCracken, The World of Synnibarr . Psionics
2150-517: The same year as the release of Dungeons & Dragons, unlicensed versions of it were developed on mainframe university systems under titles such as dnd and Dungeon . These early computer RPGs influenced all of electronic gaming, as well as spawning the role-playing video game genre. Some authors divide digital role-playing games into two intertwined groups: single-player games using RPG-style mechanics, and multiplayer games incorporating social interaction. Single-player role-playing video games form
2200-469: The setting. Role-playing game A role-playing game (sometimes spelled roleplaying game , or abbreviated as RPG ) is a game in which players assume the roles of characters in a fictional setting . Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to
2250-470: The small chance he might have psionics, according to the rules at the back of the 1st edition Player's Handbook . Every so often, I got lucky; my first psionic character could use mind blast and go ethereal; that is, until my DM, concerned with the havoc I was wreaking with his game, engineered an encounter between myself and Kulgar the Mind-Ripper. Good-bye going ethereal at will. [...] Much later, I had
2300-408: The story. Such role-playing games extend an older tradition of storytelling games where a small party of friends collaborate to create a story. While simple forms of role-playing exist in traditional children's games of make believe , role-playing games add a level of sophistication and persistence to this basic idea with additions such as game facilitators and rules of interaction. Participants in
2350-420: The use of dice and other randomizing elements. Some games are played with characters created before the game by the GM, rather than those created by the players. This type of game is typically played at gaming conventions , or in standalone games that do not form part of a campaign. Tabletop (TTRPG) and pen-and-paper (PnP) RPGs are conducted through discussion in a small social gathering. In traditional TTRPGs,
2400-423: The venue may be decorated to resemble the fictional setting. Some live-action role-playing games use rock paper scissors or comparison of attributes to resolve conflicts symbolically, while other LARPs use physical combat with simulated arms such as airsoft guns or foam weapons . LARPs vary in size from a handful of players to several thousand, and in duration from a couple of hours to several days. Because
2450-452: Was created as a consequence. Ardents derive their powers from a focus on primal truths or concepts ("mantles"); different mantles offer different abilities to an Ardent. They possess a smaller selection of powers than the more versatile Psion, but enjoy greater martial abilities. The Divine Mind is a character who chooses to serve a deity using psionic powers; they are thus somewhat similar to Clerics. Like clerics, they may choose mantles
2500-594: Was written by Bruce R. Cordell , author of the Expanded Psionics Handbook , and Christopher Lindsay , and was published in April 2006. Cover art was by Raven Mimura , with interior art by Wayne England , David Griffith , Jon Hodgson , Ralph Horsley , Warren Mahy , William O'Connor , Ted Pendergraft , Richard Sardinha , and Ron Spencer . Bruce R. Cordell explained what inspired his interest in psionics: "I checked every character I rolled for
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