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.
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