TEXT:  
   
   
  PSIONICS 
   
   
  By Matthew Skail 
   
   
   
   
   
   
   
   
   
   
   
   
  Art By: Luigi Castellani 
  
  Psionics 
   
  The galaxy is a huge place. In it there are numerous wonders and terrors to be found. Some mysteries 
  transcend the understood nature of human science and pass into the realm of miracles. The mysterious 
  Star Knights are one of these miracles.  
   
  But they are not alone. 
   
  Psionics is the power of the mind and will made manifest in the world. A Psion can manipulate themselves 
  and others, even the world around them, with a thought. There are many similarities between Psions and 
  Star Knights, such that they are often confused with one another. But the similarities are only superficial. 
  While both might be able to read someone’s mind, they both do it in completely different ways.  
   
  And Psions have no intrinsic code of conduct to guide their behavior. They are as varied as humanity and 
  the alien races they come from.  
   
  A Psion makes an excellent support character and can also aid in combat.  
   
  Psion 
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  POWERS 
  KNOWN 
  PER 
  DAY 
  1 
  0 
  1 
  +0 
  14 
  1 
  1 
  2 
  2,250 
  1+1 
  +0 
  13 
  2 
  2 
  3 
  4,500 
  2 
  +1 
  12 
  3 
  3 
  4 
  9,000 
  2+1 
  +1 
  11 
  3 
  4 
  5 
  18,000 
  3 
  +2 
  10 
  4 
  5 
  6 
  36,000 
  3+1 
  +2 
  9 
  4 
  6 
  7 
  72,000 
  4 
  +3 
  8 
  5 
  7 
  8 
  144,000 
  4+1 
  +3 
  7 
  5 
  8 
  9 
  288,000 
  5 
  +4 
  6 
  6 
  9 
  10 
  576,000 
  5+1 
  +4 
  6 
  6 
  10 
   
  PSION CLASS FEATURES 
  WEAPON/ARMOR RESTRICTIONS: Psions may use clubs, daggers, staves and laser pistols. They may wear Light 
  Armor, but not use shields. 
   
  PSIONICS: Psions are able to use Psionic powers know as Disciplines. A character knows a number of Disciplines 
  as shown in the table above. They may use their powers a number of times per day as shown in the table above, 
  choosing from among any of their known Disciplines when doing so. A Psion can restore their number of uses per 
  day after resting or meditating for 6 consecutive hours.   
   
  FOCUS: Psions choose a single Focus at 1st level, which cannot be changed thereafter. The character’s Focus 
  provides a minor power or benefit that they may use at will, without using one of their per day uses of Psionics. 
  Though related to some powers, the Psion’s Focus can be completely different from the Disciplines they learn. 
   
  Biometabolic: The Psion can heal themselves or others with 10 minutes of concentration. This can only be 
  done once a day per level. Any one target can only benefit from this ability once a day. Using this ability 
  heals the target one Hit Point per HD they possess. 
   
  Psycho Porter: Once every 10 minutes, the character can teleport up to 20 feet away to a place they can 
  see. This power will not work through more than a foot of metal or any kind of force field. 
  
   
  Sensitive: The character has a greater, almost prescient, sense of themselves and their surroundings. This 
  allows them to react more quickly than others. They gain a +1 to Armor Class, Initiative, Saving Throws 
  and avoiding Surprise. 
   
  Telekinetic: The character can lift objects weighing no more than 5 lbs per level with their mind. The object 
  must be within 30 feet of the character. They can manipulate it as if they were holding it. 
   
  Telepathic: By concentrating for 10 minutes, the character can sense thoughts within 60 feet of them. 
  They only pick up surface thoughts, but can understand them despite any language barrier. A character 
  can resist having their thoughts read by making a Saving Throw. 
   
  Warder: The character can grant another individual a +2 to Saving Throws versus Psionics, so long as they 
  are touching each other. 
   
  SAVING THROW: Psions receive a +2 to all Saving Throws to resist Psionics, Meditations and Gifts. 
  It is recommended that Star Knights and Alien Mystics gain a bonus to resist Psionics if they inhabit the same 
  campaign. 
   
  XP BONUS FOR INTELLIGENCE: A Psion with a high Intelligence (15+) receives twice (x2) the normal Bonus XP 
  for that attribute (10% not 5%). 
   
  ESTABLISH TEMPLE (10th): When a Psion reaches 10th level he will often find a secluded location on an out-of-
  the-way planet where he will construct a small temple. If other less-experienced Psion learn about this temple 
  they will often seek out the senior Psion for training. They will serve him loyally while training. 
   
  DISCIPLINES 
   
  Disciplines are the innate powers of the mind that Psions manipulate to perform wondrous abilities of 
  seemingly magical nature. Unlike other powers, Disciplines are not ranked by level. Instead they are all 
  available from first level and simply grow in power as the character gains levels.  
   
  Once a Discipline is active the Psion can use it repeatedly until the duration expires, unless specifically 
  stated otherwise. Some powers allow a Psion to make choices about how it will manifest when activated. 
  These choices typically cannot be changed without activating the power again. 
   
  When a target attempts a Saving Throw versus any of these abilities, they receive a penalty equal to the 
  Intelligence Bonus of the Psion, if any.  
   
   
   
  
  Akashic Meditation 
  Range:  
  120 ft or Self 
  Duration: 
  2 hours or 10 minutes 
  With this power active, the Psion connects to the Akashic Overmind and senses the truth of reality 
  around them. For the duration, they detect the nature of beings they see and dangers they face. The 
  character detects one thing chosen from the following list for each level they possess for the duration of 
  the power: 
   
  Evil: You detect beings with evil intentions towards you at this moment. 
   
  Good: You detect beings with good intentions towards you at this moment. 
   
  Traps: You sense the presence of traps, though not exactly their nature or how to avoid them. 
   
  Psionics: You detect the presence of active Psionic powers or items. 
   
  The Way: You detect the presence of active Way powers or items. 
   
  Gifts: You detect the presence of active Gifts or items. 
   
  Invisible: You detect the presence of invisible objects, no matter what is concealing them. 
   
  Known Objects: You feel a pull in the direction of a known object if it is in range. 
   
  Poison: You sense if an object or creature is poisoned. 
   
  Concealed Object: You can sense the presence of deliberately concealed objects, such as doors 
  or hidden objects. 
   
  The kind of things the Psion can detect cannot be changed after activating the power. 
   
  At level 6, the character may meditate on the Akashic Overmind for 10 minutes and ask the Referee 
  one question for every level they have above 5. These questions must be answerable with a ‘Yes’, ‘No’, 
  or ‘Maybe’ fashion. This meditation creates a great strain on the Psion and they cannot use it again for 1 
  week.  
   
  Biomastery 
  Range:  
  Self  
  Duration: 
  1 hour 
  With this power, the Psion can manipulate their physical form, granting themselves many advantages. 
  When this power is used, they may pick one of the following benefits per level: 
   
   
  Adaptation: The character’s body adapts to a hostile environment. Perhaps they grow gills to 
  breathe underwater, or a second set of lungs to handle a methane environment. Each time this 
  ability is chosen they gain the ability to survive in a single type of hostile environment. 
   
  Armor: Due to dense flesh, exoskeleton growth, leathery hide, or some other modification, the 
  Psion can increase their Armor Class by +1. This can be chosen more than once. 
   
  Brutal Strength: The Psion’s strength increases dramatically granting them a +1 To Hit and 
  Damage in melee combat. This power can be chosen twice. 
   
  Heightened Senses: The character’s senses increase dramatically. This grants them a +1 to 
  Initiative and +1 to avoid Surprise. 
   
  Heightened Reflexes: The character’s reflexes increase to lightning speed. They gain a +1 to 
  Saving Throws. This can be chosen twice. 
   
  Movement: The character’s body changes to provide faster or completely new methods of 
  movement. Each time this is chosen, they can increase their speed by +3, or choose a different 
  method of movement that starts at their normal ground speed (climbing, swimming, etc). 
  Flight requires two picks and the wings grown require at least 15’-20’ of clearance.  
  
   
  Natural Weapons: The character gains natural weapons, whether it’s hyper dense fists, bone 
  spurs, claws, horns or some other dangerous innate weapon. The first time this is taken, the 
  character can inflict 1d6 damage with unarmed attacks. Each time this is chosen they inflict +2 
  damage, up to 1d6+4 (three picks, the maximum). 
   
  Night Vision: The character can see up to 60’ in darkness. 
   
  Stealthy: Due to grace, camouflage, or psionic dampening, the character can surprise targets 
  on a 1-3 on a d6. This increases by 1 each additional time this power is chosen up to 1-5 on d6 
  (three picks, the maximum). 
   
  Tracking Scent: The character can follow a target by scent alone. They succeed on a 1-5 on d6, 
  modified as the Referee sees fit based on age of trail and number of targets they are following. 
   
  Cellular Adjustment 
  Range:  
  Self or Touch 
  Duration: 
  1 hour 
  Once activated, this power allows the Psion to heal themselves or others, restoring a person’s body to 
  its cellular perfection. Each use of this Discipline grants the Psion a pool of d6 equal to their level that 
  they can use to heal damage on themselves or others while the duration lasts. The Psion can roll as 
  many d6 at once as they wish, healing as many Hit Points as they roll on the d6. Once all their d6 are 
  used up, or the duration ends, the power expires.  
   
  They can spend 3d6 to grant a target a second Saving Throw versus poison or disease. If a target has 
  been killed by poison, and this power is used within 10 minutes, the target can still get their second 
  Saving Throw and if successful, are resuscitated.  If they spend 5d6, they can instantly cure a poison or 
  disease, including saving a character slain by poison in the last 10 minutes. If this power is active and the 
  Psion is affected by poison or disease, it will automatically react to their situation to cure them or grant 
  them a second Saving Throw. 
   
  At level 10, they can use this power on a recently (5 minutes) deceased target. The target can make a 
  Saving Throw, and if successful, they will be restored to life with one Hit Point. They will need at least 
  two weeks to full recover from their ordeal, but can move at half speed and makes rolls at a -2 if they 
  are forced to act. Their Hit Points will not recover above half without this rest, even with supernatural 
  or high tech healing methods. The Referee may reduce a random attribute by 1 permanently, or give 
  the target some other permanent injury to reflect the damage that killed them. This power will respond 
  automatically if the Psion is killed while it is active (and they have all 10d6 remaining) to restore them to 
  life. 
   
  Cloud Minds 
  Range:  
  Self 
  Duration: 
  2 hours 
  This Discipline allows the Psion to cloud the minds of those around them. With this power they can 
  make others ignore them completely or see them as someone else.  
   
  Each level increases the chance they can gain surprise by one against sentient beings (it has no initial 
  effect on electronics). If they surprise a target and they can move out of their field of vision in a single 
  round, it should be treated as though the target ignores them completely. Any attack or attempt to 
  draw attention to themselves will dispel this ability until they stay out of line of sight for at least a full 
  round. 
   
  
  If their chance of surprise is 6 on a d6 (usually level 4), they should be treated as though they are 
  Invisible, as the Alien Gift.  
   
  Instead of forcing targets to ignore them, they may instead attempt to appear as someone or 
  something else of roughly the same size and weight. They have the same chance of success as they do 
  for surprising a target. Anyone who touches or interacts with their illusion is allowed a Saving Throw to 
  see them as they really are.  
   
  At level 7, this ability will function against technological sensors and robots.  
   
  Emotional Resonance 
  Range:  
  50’ radius per level 
  Duration: 
  2 hours 
  This Discipline allows the Psion to send waves of mental energy to manipulate the emotions of those 
  around them. They can send waves of negative emotions to their enemies like doubt and fear, or 
  positive emotions like hope and courage to their allies. When used on enemies, they receive a -1 To Hit, 
  Damage, and Saving Throws. Allies receive +1 To Hit, Damage, and Saving Throws. At 6th level, these 
  modifiers increase to -2 and +2.  
   
  Alternatively, the Psion may attempt to overwhelm a target with a particular emotion. Using the 
  Discipline in this fashion will bring its duration immediately to an end (except for any targets that fail 
  their Saving Throw). When overwhelming targets, they may choose a number of targets equal to their 
  level. Each target gets a Saving Throw. If they fail, they will react based on the emotion the Psion 
  chose: 
   
  Fear: The target will flee from the Psion for half an hour, defending themselves but otherwise 
  doing everything they can to escape. If not allowed to escape, they should be considered 
  completely intimidated. 
   
  Heroism: The target shakes off any negative emotional effects and gains a +3 to all rolls for the 
  Duration. 
   
  Love: The target falls under the Psion’s influence as the Charm Person Meditation. 
   
  Hate: The target feels an overwhelming hatred towards an individual or thing of the Psion’s 
  choice. They will attack in a rage with a +2 To Hit and Damage, but suffer a -2 to Armor Class. 
  They cannot leave combat until the victim of their anger is down or unreachable, at which point 
  their anger will subside.   
   
  Meta-portation 
  Range:  
  See Below 
  Duration: 
  Instant 
  The Psion can disrupt space-time and translocate themselves from one space to another they can see 
  or have seen with their own eyes previously and know where the location currently is (inside a familiar 
  vehicle that they don’t know it’s current location would not work, for example). If they attempt to 
  teleport into an area that would result in them teleporting into an unknown object, the power will not 
  operate (neither will it exhaust a use per day, just a round of action).  
   
  This power will take the Psion and a set amount of weight (of equipment or other beings and their 
  equipment) to any location in range that meets the above requirement. 
   
   
  
  LEVEL 
  RANGE 
  WEIGHT 
  1 
  50’ 
  10 lbs 
  2 
  100’ 
  20 lbs 
  3 
  250’ 
  50 lbs 
  4 
  500’ 
  100 lbs 
  5 
  1000’ 
  200 lbs 
  6 
  1 mile 
  500 lbs 
  7 
  10 miles 
  1 ton 
  8 
  1000 miles 
  3 tons 
  9 
  Planetary 
  10 tons 
  10 
  Solar 
  System 
  100 tons 
   
   
  Mind Assault 
  Range:  
  50’ per level 
  Duration: 
  30 minutes 
  Using this Discipline charges the Psion’s mind with aggressive force. For the duration, they can lash out 
  with deadly bolts of mental energy against any target within range they can see. The target takes 1d6+1 
  damage, or half that if they succeed at a Saving Throw.  
   
   
   
  The Psion gains a pool of d6 equal to their level upon activating this power. They may add dice from the 
  pool to increase the power of any attack, up to and including spending them all on a single attack. If the 
  pool is exhausted, the power will end immediately. Dice must be spent before any are rolled. Dice may 
  be spent as follows: 
   
  Aggressive Blast: The target suffers a -2 to their Saving Throw. 
   
  Cone: The blast affects every target in a cone in front of the character, 50’ wide at its furthest 
  end and 50’ long. 
   
  Damaging Blast: Increase the damage by 1d6 per die spent. 
   
  Selective Targets: Strike another target with the same blast in range. They suffer all other 
  modifiers to the original blast.  
  
   
  Stun: The blast causes no damage but instead leaves the target stunned and helpless for ten 
  minutes if they fail their Saving Throw. 
  For example, Tan Lee, a 10th level Psion is surrounded by seven evil galactic troops in a crowd. While they 
  demand his surrender, he raises his hands. Well aware he is standing a crowd of potential innocent victims, 
  he chooses to give the troops a hemorrhage without endangering anyone else. With his 10 dice, he chooses 
  to make an Aggressive Blast to help guarantee success for one die, he adds 2d6 to damage, and uses the 
  other 6 to select the other 6 troops. This leaves him with one die so he can continue to use his regular mind 
  attack next round if anyone survives. The troops must now make Saving Throws at a -2 versus 3d6+1 
  damage each, with a save still resulting in half damage. 
   
  Only sentient creatures are vulnerable to this Discipline. Artificial intelligences that are biologically 
  based may be affected at the Referee’s discretion.  
   
  Mind Shield 
  Range:  
  10’ radius per level 
  Duration: 
  2 hours 
  The Psion uses their mind to cloak themselves and one ally per level in a protective wall of mental force. 
  Everyone effected by this power receives a +4 to Saving Throws versus psionic powers and any effect 
  that would alter or manipulate their mind or emotions, whether it is from technology, The Way, or 
  Gifts. 
   
  If someone protected by this power is targeted by a power that does not normally provide a Saving 
  Throw (such as Cloud Minds or the basic version of Emotional Resonance) they still receive a Saving 
  Throw, only without the bonus from this power. A successful roll means they are not affected by the 
  power. 
   
  Remote Viewing 
  Range:  
  See Below 
  Duration: 
  2 hours 
  This Discipline allows the Psion to cast their senses away from their body and watch and listen to a 
  distant place. This power requires concentration, and the Psion is no longer aware of the events around 
  their own body unless they are struck, take damage, or forced to make a Saving Throw, in which case 
  their perception will immediately return to their immediate surroundings. After the situation is dealt 
  with, as long as the duration hasn’t expired, they can try again. 
   
  While using this Discipline, the character can see and hear as though they were physically present, 
  meaning they cannot see things in complete darkness, nor hear over extremely loud noises. The Psion 
  must know the target location where they will send their senses, or at least know where it is located or 
  how far distant it is from themselves. A Psion could scan to see what was on the other side of a wall, or 
  send their senses into a building they can see or location on a map they had. If they are in mental 
  contact with someone, such as via Telepathy, or communicating with a technological device, and the 
  target was in range, they could send their senses there. 
   
  
   
   
  Once they have chosen a destination, they cannot move their vantage point without spending a round 
  starting over. This means it is incredibly difficult to spy on individuals who are moving around quite 
  quickly, though those inside a vehicle could be watched from inside the vehicle.  
   
  Some force fields interfere with this power, as can other rare natural and mystic phenomenon. 
   
  If a Psion possess Akashic Meditation or Telepathy, they can use these Disciplines through their senses 
  remotely. 
   
  LEVEL 
  RANGE 
  1 
  50’ 
  2 
  100’ 
  3 
  250’ 
  4 
  500’ 
  5 
  1000’ 
  6 
  1 mile 
  7 
  10 miles 
  8 
  1000 miles 
  9 
  Planetary 
  10 
  Solar 
  System 
   
  Telepathy 
  Range:  
  See Below 
  Duration: 
  2 hours 
  This Discipline allows the Psion to send and receive thoughts to a number of targets equal to their level. 
  As long as the target is willing, there is no Saving Throw. If used on a target that is unwilling, they get a 
  Saving Throw to cast the Psion out of their mind. If the character cannot see the target, they must 
  either know them extremely well or know where they are. 
   
  
  If used to probe a single target’s mind deeply, to read non-surface thoughts, they can attempt to retrieve 
  a single fact from the target per level. The target gets to make a Saving Throw to resist every attempt, 
  but the Psion can use another attempt on the same piece of information until they run out of attempts. 
  After these attempts are exhausted, the Psion cannot deeply probe the same target for the rest of the 
  day, even if they activate this Discipline again. 
   
  The range of the power is determined by the character’s level, as shown below. 
   
  LEVEL 
  RANGE 
  1 
  50’ 
  2 
  100’ 
  3 
  250’ 
  4 
  500’ 
  5 
  1000’ 
  6 
  1 mile 
  7 
  10 miles 
  8 
  1000 miles 
  9 
  Planetary 
  10 
  Solar 
  System 
   
  Telekinesis 
  Range:  
  100’ per level 
  Duration: 
  2 hours 
  The character can lift objects with the power of their mind. The weight maximum is shown on the table 
  below. If lifting an object from a target, or attempting to lift a target, they are allowed a Saving Throw 
  to resist the power and if successful, it cannot be used to move them or the object again for the duration 
  of the power. At level 6, the character can lift themselves and fly at their movement rate. 
   
  Targets can be thrown away from the Psion, if they fail a Saving Throw, pushing them up to 30’ straight 
  back. If they impact a solid object, they will suffer 1d6 damage. Objects can similarly be thrown at targets, 
  who receive a Saving Throw to avoid the attack or else suffer 1d6 damage. 
   
  The character can form a shield around themselves that provides +1 Armor Class and Saving Throws.  
  This increases to +2 at level 4, and +3 at level 7, and +4 at level 10.  
   
  LEVEL 
  Weight 
  1 
  10 lbs 
  2 
  50 lbs 
  3 
  100 lbs 
  4 
  300 lbs 
  5 
  1000 lbs 
  6 
  5 Tons 
  7 
  50Tons 
  8 
  500 Tons 
  9 
  1000 Tons 
  10 
  10000 Tons 
  
   
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  by E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008- 
  2011 Matthew J. Finch. 
  White Star: White Box Science Fiction Rolelpaying, Copyright 2015 
  Barrel Rider Games; Author James M. Spahn. 
   
      
   
   
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/White Star/White Star Classes/Psionics (WhtStar).pdf