What do you need to know?
Psionics and Psionics II are supplements for the sci-fi OSR game
White
Star
(aff). White Star has two “magic” classes, the Alien Mystic and the
Star Knight. The Star Knight feels very much like a Jedi Knight from
Star Wars. The Alien Mystic is something similar with a different list
of “spells”. And as you can see by my reference, both the Star Knight’s
Meditations and the Alien Mystic’s Gifts use basically the D&D
Vancian Magic system as the game is derived from Swords & Wizardry
WhiteBox. They both have a list of Meditations/Gifts they can prepare
like a D&D Magic-User.
The Star Knight can use Charm Person, Healing Meditation, Read
Languages, Speak With Animals, Alter Reflexes, Confusion, Heal Other,
Neutralize Poison, Telekinesis etc.
The Alien Mystic can use Hold Portal, Purify Food & Drink, Levitate,
Fly, Alter Time and more.
If you’re looking for an alternate way to use powers in your game or the
Jedi Knight flavor doesn’t suit you, you might want to take a look at
Matthew Skail’s supplements. You can get them HERE:
Psionics
(aff), USD $2.50, approx. 2,26 €
Psionics
II
(aff), USD $2,99, approx. 2,70 € (discounted price at the moment) I
received free PDF copies for reviewing purposes. I haven’t had the
chance to playtest these new characters, so this is a reading review.
Content
Psionics
The supplement details a new class, the Psion. It’s similar to the
Star Knight which is understandable given the aim of this class. It goes
up till level 10, but the XP-requirements are slightly lower than the
Star Knight. It’s somewhere between the Mercenary (the standard fighter)
and the Star Knight.
Weapon and armor restrictions are also comparable to the Star Knight,
however, the Psion can’t use shields.
All in all, the class reminds me a bit of a mix between a Cleric and a
Magic-User. Why Cleric?
The Psion has access to a number of so-called Disciplines. Disciplines
are scaled in level. The author created a level-less “spell system” (yay
for none-vancian magic!) where higher levels in this class grant the
Disciplines more power.
A level 1 Psion has access to 1 power and can use it once per day. A
level 8 psion knows 5 powers and can use them 8 times per day.
Actually, I’m not really clear if the Psion has to choose which power to
learn at each level or if he can use all powers. The class table has an
entry for “Powers Known” but the section about the Disciplines tells us
that “they are all available from first level and simply grow in power
as the character gains levels”.
Thus, I stand by my notion that the Psion is a bit like a Cleric in that
he has access to all powers. Furthermore, the Psion chooses a Focus at
the start of play. He has to determine his Focus once and can’t change
it. This is a “minor” power that doesn’t count against his daily uses.
Examples include “Sensitive: gain +1 to AC; Initiative, Saving Throws &
avoiding Surprise” or “Telepathic: contrate 10 minutes and sense
thoughts within 60 ft, target can resist with a Saving Throw”.
Although these talents are billed as minor, they are pretty useful.
Plus, they are quite handy as they can be used at-will. Let’s get back
to the Disciplines. Matthew Skail has created 11 Disciplines for the
Psion, quite a lot.
There are cool things like Biomastery which lets you raise your Armor
Class or heighten your reflexes. You can also Cloud Minds where you
can make others ignore you. As an attack power, there is Mind Assault
which always does damage, save only halves it. At level 1 your damage is
1d6+1 and each level grants you a pool of d6s. With these you can
empower the attack, for instance, you can spend dice on making the
attack a cone or to strike only selected targets.
There are also some powers which might be problematic for the GM to
incorporate without breaking the adventure, for example,
Meta-portation which allows the Psion to translocate to spaces he has
seen before. Granted, at level 1 they can only transport 10 lbs at a
range of 50 ft but at level 6 it’s already 1 mile and 500 lbs. And
that’s where I see problems with this class. Generally, the Psion is
very interesting but I assume that he is pretty powerful. His XP
requirements are lower than the Star Knight, but he is way more
versatile with his choice of Disciplines. Some powers are very
impressive and from reading this supplement the Psion looks like he’s a
much more interesting class than the Star Knight. Visually, the product
clearly stems from the DIY-OSR-movement. The layout is barebones but the
author made sure to include nice illustrations from Luigi Castellani. (I
think these were part of one of Sine Nomine’s free art packs but that
doesn’t influence the art’s quality.)
All in all, this is a serviceable looking product but nothing
spectacular. I find it a bit hard to rate this supplement. On the whole,
the new class is very appealing and I especially like the level-less
powers. However, I have the impression that the Psion is too powerful
for his own good and might overshadow other classes: he can choose
between a whole lot of powers right away (beginning from level 1 whereas
the Alien Mystic and the Star Knight access their powers at level 2) and
the foci are also very versatile.
The price point is fair but on the upper range of White Star supplements
(yes, that’s true, most cost between USD $1.00 and $1.99).
I’m giving this a 4/5.
Psionics II: Warriors of the Mind
This supplement is similar to the previous one. The author created two
new classes: the human Psionic Warrior and the Alien Psionic
Warrior. They resemble the Star Knight more than the above mentioned
Psion.
The Psionic Warrior uses the same XP table as the Star Knight which
seems fair. Weapon and Armor restrictions etc. are also very akin.
The Alien Psionic Warrior caps at level 8 but his XP requirements are
considerably higher than one of the standard Alien Classes. He gets
Alien Racial Benefits depending on what species you choose. For example,
the Avians are winged and can fly and the Armed have some kind of
natural weaponry with 1d6 damage. There are 11 species to choose from.
Both classes have Warrior Focus: at 1st, 4th, 7th and 10th (for
Humans) level they gain one point of Focus, i.e. Reflexes (+1 to AC),
Speed (+3 Movement) or Accuracy (+1 To Hit). Both classes have access to
Disciplines. These psionic powers are very similar to the ones
mentioned in “Psionics”. There are 13 powers which are level-less. They
raise in power or accuracy as the character gains levels in his class.
However, differently from the Psion, these powers have a level
cap/limitation. For instance, the power Akashic Meditation (a
catch-all for a sense power where you can choose between sense evil or
sense traps or detect poison etc. (10 options)) is limited to level 5.
Like the Star Knight the two classes can use these powers from level 2
on (not like the Psion who can access Disciplines as a starter
character).
Again, I’m not really sure if the classes have access to all powers
beginning from level 2 as the text is a bit unclear on that. Anyways,
use of Disciplines is limited per day depending on your level.
Generally, the powers mostly overlap with the supplement “Psionics”. But
the classes mentioned here have access to a Psionic Blade and can
Imbue Weapon which fits the warrior theme better. As a bonus, the
product contains an appendix for Wild Talents with two possible
ways to incorporate them into your campaign. The idea is that normal
people can have innate psionic powers, so called Wild Talents. This
option provides the opportunity to add a template to an existing class.
Thus you can play a “normal” class like a Mercenary and add psionic
powers.
The “new school method” is more balanced and comes with an own XP table
where you can “buy” talents for a number of XP. The “old school method”
is much more random and asks you to roll on a table to determine your
Disciplines.
This appendix is a very neat idea and definitely an option if you don’t
want to add the fully fleshed out Psionic classes. Look and feel of the
PDF are comparable to the first product. The fonts are easy to read and
the layout is spartan (which is not a bad thing). The artwork varies in
style which I don’t find that pleasing. It would have been nice if the
author stuck to one style like he did in his first supplement. Overall,
I’m very pleased with this product. The classes seem to be a bit more
balanced than the Psion but they are still very powerful. I especially
like the appendix options. While you get a lot bang for the buck, the
product’s price (USD $2.99) is on the upper range of White Star
supplements.
I’m again hard pressed to rate this and also decide on a 4/5. If you’re
dedicated to include psionics in your game this is really nice. Still,
it’s comparably pricey and the classes are not without problems
regarding balancing issues.
Yet a very good product and only a small step away from a 5 star rating.
Links: Psionics (aff) Psionics II: Warriors of the Mind (aff)