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House Psionics is my overall vision of psionics, based on Dark Sun Novels, and on TSR's Skills & Powers Psionics version. I have also developed and refined the Psychic Combat Rules for consistency and playability. These rules have been play-tested by six DMs, who unanimously preferred it to either of TSR's published versions of Psionics. I eagerly welcome the comments of anyone who wishes to corroborate or dispute my claims!
Since this psionics subsection is as big as the rest of the House Rules section put together, this page is set up to make your navigation easier. The following pages are currently available.
The Table of Contents below will eventually hyperlink to all of the House Psionics information on the site.
Psychic Energy and Psionics
Attacking a breached mind
A defending psyche
A breached psyche
Line of sight necessary to initiate combat
Recognition of attacker through harbingers
Benign telepathic powers rely on trust
Attack mode necessary for a harbinger to breach
Psychic combat limited to attack mode range
Psp damage to a defending mind
Defender breached by a loss of all psps
Victim usually aware of breaching
Aware victim can attempt to re-seal mind
Triggering telepathic powers upon breach
Psychic attack modes
Psychic defense modes comprehensive
Psychic Combat Chart
Triggering a psionic power
Compiled Psionic Powers Chart