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Psionics II: Warriors of the Mind $2.99
Average Rating:4.3 / 5
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Psionics II: Warriors of the Mind
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Psionics II: Warriors of the Mind
Publisher: DYS Games
by Sophia B. [Verified Purchaser]
Date Added: 08/29/2015 14:11:07
http://dieheart.net/psionics/

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.



Rating:
[4 of 5 Stars!]
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Psionics II: Warriors of the Mind
Publisher: DYS Games
by Walt R. [Verified Purchaser]
Date Added: 07/10/2015 11:19:25

With the release of the first, Psionics, Mathew Skail gave fans a cool glimpse into what the White Star RPG could handle, in regards to powers other than the ones listed in the book. With Psionics II, we take this notion even further by seeing the psychics get a militant upgrade. Both Human and Alien Psychic warriors are detailed and fully fleshed out for your game table. If the Star Knight is the embodiment of your favorite space faring sentinels, the Psychic Warrior brings an alternative not bound by a devotion to "The Way." This, combined with the Warrior Focus mechanic, allows for a warrior that feels just as comfortable in the mud with the Mercs as they do in the Noble Houses of Sand Dune Space. The Psychic Disciplines in the book cover enough to get your psychic warrior started and cover enough range so that one warrior can feel a bit different from another. This is especially true with the Alien Psi-Warrior where inherent racial abilities mixed with cool psi-powers can make characters distinct.

The Good: Abilities from the first book are tailored to the warrior class and the Psi-Warriors feel fun, gritty, and just as dangerous with a Psychic Blade as a Star Knight is with a Star Sword. Wild Talents in the appendices make this book a must have for those looking to have "aspects" of psionics in their games. References to creating "Dojos" and things like the "Akashic" are vaguely fun.

Room for Improvement: The layout is simple one column and although the art invokes that OSR feel, some of it is not consistent (like it wasn't inked and some can be hard to see).

In truth I had to strain to find something to improve as this is everything I like in an OSR product. Fun classes, cool powers, and a great price point. I look forward to more from this publisher.



Rating:
[4 of 5 Stars!]
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