TEXT:  
   
  Psionics II 
  Warriors of the Mind 
   
  By Matthew Skail 
   
  
  PSIONICS II 
   
   
  By Matthew Skail 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cover Art: Jeshields and Peter Saga 
  Art By: Luigi Castellani, Beppodragon (by permission) 
  White StarTM is a trademark of James M. Spahn. 
  
  Warriors of the Mind 
   
  Psionic Warrior 
  The powers of the mind do not belong to the Psion alone. There are other individuals and groups that 
  hone their mental powers to a razor’s edge. Psionic Warriors are one potent example of such individuals. 
  Though more focused on physical prowess, they are no less adept at using their minds to overcome foes 
  and defeat challenges. 
  Psionic Warriors lack the direct combat effectiveness of Mercenaries, but their wide array of powers 
  provide them with many tools to directly influence combat. In many ways they are a mirror of Star 
  Knights, though without the intense code of behavior.  
  Psionic Warrior 
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  POWERS 
  KNOWN 
  PER 
  DAY 
  1 
  0 
  1 
  +0 
  15 
  0 
  0 
  2 
  2,500 
  2 
  +0 
  14 
  1 
  1 
  3 
  5,000 
  3 
  +1 
  13 
  1 
  2 
  4 
  10,000 
  3+1 
  +1 
  12 
  2 
  2 
  5 
  20,000 
  4 
  +2 
  11 
  3 
  3 
  6 
  40,000 
  5 
  +3 
  10 
  3 
  4 
  7 
  80,000 
  6 
  +3 
  9 
  3 
  4 
  8 
  160,000 
  6+1 
  +4 
  8 
  4 
  5 
  9 
  320,000 
  7 
  +5 
  7 
  4 
  6 
  10 
  640,000 
  8 
  +5 
  6 
  5 
  6 
   
  PSIONIC WARRIOR CLASS FEATURES 
  WEAPON/ARMOR RESTRICTIONS: Psions may use 
  normal and mono-versions of melee weapons, except 
  Star Swords, fire arms and laser pistols. They may 
  wear Light Armor and Medium Armor, and they may 
  use shields. 
   
  PSIONICS: Psionic Warriors 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 
  Psionic Warrior can restore their uses per day after 
  resting or meditating for 6 consecutive hours.   
   
  WARRIOR FOCUS: Psionic Warriors all share an 
  intuitive understanding of their body, mind and 
  senses called a Warrior Focus. This provides them 
  many advantages as they ‘tune in’ to the world 
  around them and psychically nudge themselves and 
  others when danger strikes. 
   
  
  At 1st level, they gain a single point of Focus. At levels 4, 7 and 10 they gain additional points of Focus. By meditating 
  for 10 minutes, they can choose to spend their Focus on certain benefits as outlined below. In order to change again, 
  they must spend 10 more minutes meditating. Each benefit can only be taken once. 
   
  Accuracy: The character’s hand-eye coordination improves dramatically, granting them a +1 To Hit. 
   
  Awareness: The character is more aware of their surroundings, and gain a +1 versus Surprise. 
   
  Brutality: The character’s strength improves, granting them a +1 to Damage in melee. 
   
  Quickness: The character’s reaction speed increases and they gain a +1 to Initiative.  
   
  Reflexes: The character’s ability to dodge blows improves, and they gain a +1 to Armor Class. 
   
  Speed: The character’s running speed increases, granting them a +3 Movement. 
   
  SAVING THROW: Psionic Warriors 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 Psionic Warrior with a high Intelligence (15+) receives twice (x2) the normal 
  Bonus XP for that attribute (10% not 5%). 
   
  ESTABLISH DOJO (10th): When a Psionic Warrior reaches 10th level he will often find a secluded location on an 
  out-of-the-way planet where they will construct a small dojo. If other less-experienced Psionic Warriors learn about 
  this dojo they will often seek out the senior Psionic Warrior for training. They will serve them loyally while training. 
   
  Alien Psionic Warrior 
  Alien Psionic Warriors are similar to their human counterparts. Their various alien racial traits gives them 
  advantages that humans do not have so they advance more slowly. Otherwise they serve the same role 
  as other Psionic Warriors.  
  Alien Psionic Warrior 
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  POWERS 
  KNOWN 
  PER 
  DAY 
  1 
  0 
  1 
  +0 
  15 
  0 
  0 
  2 
  3,000 
  2 
  +0 
  14 
  1 
  1 
  3 
  6,000 
  3 
  +1 
  13 
  1 
  2 
  4 
  12,000 
  3+1 
  +1 
  12 
  2 
  2 
  5 
  24,000 
  4 
  +2 
  11 
  2 
  3 
  6 
  48,000 
  5 
  +3 
  10 
  3 
  4 
  7 
  96,000 
  6 
  +3 
  9 
  3 
  4 
  8 
  192,000 
  6+1 
  +4 
  8 
  4 
  5 
   
  PSIONIC WARRIOR CLASS FEATURES 
  WEAPON/ARMOR RESTRICTIONS: Psions may use normal and mono-versions of melee weapons, except Star 
  Swords, fire arms and laser pistols. They may wear Light Armor and Medium Armor, and they may use shields. 
   
  ALIEN RACIAL BENEFITS: Alien Psionic Warriors come from a plethora of different races and so choose any two 
  of the following abilities to represent their racial benefits: 
   
  Aquatic: This race can both breathe under water and swim at their walking speed. 
   
  Avian: This race is winged and can fly at 15 (you need around 15’-20’ of clear space to fly though). However, 
  their walking speed is only 6 and they cannot wear armor or equipment not specifically made for their 
  species (costs twice as much).  
   
  Angry: This race has a capacity to fly into berserk rages. When they choose to, they gain a +2 To Hit, but a 
  -2 Armor Class. Once entered, they cannot flee and they cannot leave this rage until combat is finished. 
   
  Armed: This race has natural weapons of some sort, such as claws, barbs, spines, horns, brutal punching 
  fists, etc. They can inflict 1d6 damage in unarmed combat. 
  
   
  Armored: This race has tough natural armor. They receive a +2 to Armor Class. 
   
  Fast: This race is faster than humans and increases their move by +3. 
   
  Massive: This race is especially tall, at least 7 feet. They inflict +1 damage in melee combat and can carry 
  twice the encumbrance of a normal character.  
   
  Nightvision: This race can see in the dark up to 40 feet away. 
   
  Quick Reflexes: This race is especially fast. They get a +1 to Initiative, Armor Class, and Saving Throws 
  versus attacks that can be dodged or avoided. 
   
  Sensitive: This race has heightened senses and so can detect hidden or concealed doors and objects they 
  pass near on a 1-2 on 1d6. If actively searching, they will discover them on a 1-4 on 1d6. In addition, they 
  have a +1 to avoid Surprise (normally surprised only on a 1 on 1d6).  
   
  Stealthy: For whatever reason, due to natural sneakiness or camouflage, this race can surprise targets on 
  a 1-4 on 1d6 in the proper circumstances. 
   
  PSIONICS: Alien Psionic Warriors 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. An Alien Psionic Warrior can 
  restore their number of uses per day after resting or meditating for 6 consecutive hours.   
   
  WARRIOR FOCUS: Alien Psionic Warriors all share an intuitive understanding of their body, mind and senses called 
  a Warrior Focus. This provides them many advantages as they ‘tune in’ to the world around them and nudge 
  themselves and others when danger strikes. 
  At 1st level, they gain a single point of Focus. At levels 4, and 7 they gain additional points of Focus. By meditating 
  for 10 minutes, they can choose to spend their Focus on certain benefits as outlined below. In order to change again, 
  they must spend 10 more minutes meditating. Each benefit can only be taken once. 
   
  Accuracy: The character’s hand-eye coordination improves dramatically, granting them a +1 To Hit. 
   
  Awareness: The character is more aware of their surroundings, and gain a +1 versus Surprise. 
   
  Brutality: The character’s strength improves, granting them a +1 to Damage in melee. 
   
  Quickness: The character’s reaction speed increases and they gain a +1 to Initiative.  
   
  Reflexes: The character’s ability to dodge blows improves, and they gain a +1 to Armor Class. 
   
  Speed: The character’s running speed increases, granting them a +3 Movement. 
   
  SAVING THROW: Alien Psionic Warriors 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: An Alien Psionic Warrior with a high Intelligence (15+) receives twice (x2) the 
  normal Bonus XP for that attribute (10% not 5%). 
   
  ESTABLISH DOJO (8th): When an Alien Psionic Warrior reaches 8th level they will often find a secluded location 
  on an out-of-the-way planet where they will construct a small dojo. If other less-experienced Psionic Warriors learn 
  about this dojo they will often seek out the senior Psionic Warrior for training. They will serve them loyally while 
  training. 
   
   
   
  
  DISCIPLINES 
   
  Disciplines are the innate powers of the mind that Psionic Warriors manipulate to perform wondrous abilities of 
  seemingly magical nature. Unlike other powers, Disciplines are not ranked by level. Instead they are all available 
  from second level and simply grow in power as the character gains levels.  
   
  Once a Discipline is active the Psionic Warrior can use it repeatedly until the duration expires, unless specifically 
  stated otherwise. Some powers allow a Psionic Warrior 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.  
   
  Psionic Warriors share the same gifts that Psions possess. However, some Disciplines are limited when learned by 
  a Psionic Warrior. These abilities stop developing after a certain point, and no longer continue to improve. Powers 
  with this limitation will be noted below. A few powers are stronger when used by Psionic Warriors. These too will 
  be noted. 
   
  Akashic Meditation 
  Range:  
  120 ft or Self 
  Duration: 
  2 hours or 10 minutes 
  With this power active, the Psionic Warrior 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 at level 2, and additional for each level they possess after 2nd 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. 
   
  This power is limited to level 5. 
   
  Biomastery 
  Range:  
  Self  
  Duration: 
  2 hours 
  With this power, the Psionic Warrior 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. 
   
  Psionic Warriors are slightly superior when using this ability compared to their more cerebral counter-parts. The 
  duration for them is 2 hours instead of 1.  
   
  Cellular Adjustment 
  Range:  
  Self or Touch 
  Duration: 
  1 hour 
  Once activated, this power allows the Psionic Warrior to heal themselves or others, restoring a person’s body to its 
  cellular perfection. Each use of this Discipline grants the Psionic Warrior a pool of d6 equal to their level-1 that they 
  can use to heal damage on themselves or others while the duration lasts. The Psionic Warrior 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 Psionic Warrior is affected by poison or disease, it 
  will automatically react to their situation to cure them or grant them a second Saving Throw. 
   
  This power is limited to level 7. 
   
  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 (after first) 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-1 
  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.   
   
  Imbue Weapon 
  Range:  
  Touch/Self 
  Duration: 
  2 Hours 
  This Discipline is unique to Psionic Warriors.  Though Psionic Warriors lack a unique or custom signature weapon 
  like the Star Knights, it does not mean that they cannot be extremely dangerous with a weapon. Those with this 
  Discipline can form a psychic connection to a specific weapon. This requires meditating over it for a week, at which 
  point the bond is formed. A character can only have a single bonded weapon at a time. If the bonded weapon is lost 
  or destroyed, the Psionic Warrior can bond with a new weapon by spending the week of meditation with it. For 
  obvious reasons, this power will not stack with Psionic Blade. 
   
  The bonded weapon becomes an intuitive part of their being, something that resonates with their psionic ability 
  and benefits from it. When this power is activated, they have the following benefits while using their bonded 
  weapon. 
   
  Level 
  To 
  Hit 
  Damage 
  Special 
  2 
  +1 
   
   
  3 
   
   
  Call to hand instantly, 10’ range 
  4 
   
  +1 
   
  5 
   
   
   
  6 
   
   
  Sense direction and location of weapon if not on 
  you. 
  7 
  +2 
   
   
  8 
   
  +2 
  Defensive: Sacrifice To Hit bonus for increase in 
  AC on a 1 for 1 basis. 
  9 
   
   
   
  
  10 
  +3 
   
  Boost Damage: For 30 min during the power’s 
  duration, inflict an extra +1d6 damage. 
   
   
  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. 
   
  This power is limited to level 8. 
   
  LEVEL 
  RANGE 
  WEIGHT 
  2 
  50’ 
  10 lbs 
  3 
  100’ 
  20 lbs 
  4 
  250’ 
  50 lbs 
  5 
  500’ 
  100 lbs 
  6 
  1000’ 
  200 lbs 
  7 
  1 mile 
  500 lbs 
  8 
  10 miles 
  1 ton 
   
   
  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+2 damage, or half that if 
  they succeed at a Saving Throw.  
   
   
   
  
  The Psionic Warrior 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-1 
  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. 
   
  Psionic Blade 
  Range:  
  Self 
  Duration: 
  2 hours 
  One of the few Disciplines unique to the Psionic Warriors, those 
  with this power are consummate and deadly warriors. While this 
  Discipline is active, the Psionic Warrior focuses their psionic 
  power into a weapon they wield in combat. For the duration of 
  the power, the character can create or dispel the weapon with a 
  thought (taking as much time as drawing a mundane weapon 
  would). The powers of the weapon increase as the Psionic 
  Warrior gains levels.  
  
   
   
   
   
   
   
   
   
   
   
   
  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 
  To Hit 
  Damage 
  Special 
  2 
   
  1d6+1 
   
  3 
  +1 
   
   
  4 
   
  1d6+2 
  Throw Blade: Attack at 30’ 
  range 
  5 
   
   
   
  6 
   
  1d6+3 
   
  7 
  +2 
   
   
  8 
   
   
  Attack Twice a Round  
  9 
   
  1d6+4 
   
  10 
  +3 
   
  Parry laser attacks with a 
  Saving Throw 
  
  This power is limited to level 7. 
  LEVEL 
  RANGE 
  2 
  50’ 
  3 
  100’ 
  4 
  250’ 
  5 
  500’ 
  6 
  1000’ 
  7 
  1 mile 
   
  Speed Burst 
  Range:  
  Self 
  Duration: 
  1 hour 
  This Discipline is unique to Psionic Warriors. Using it dramatically increases the character’s speed and reflexes to 
  super-human levels.  
   
  Level 
  Movement 
  Bonus 
  Initiative 
  Bonus 
  Armor Class 
  Bonus 
  Special 
  2 
  +3 
   
   
   
  3 
  +6 
   
   
   
  4 
  +9 
  +1 
   
   
  5 
  +12 
   
  +1 
  Running Leap: 30’ Horizontal, 15’ Vertical 
  6 
  +12 
   
   
   
  7 
  +15 
   
   
   
  8 
  +15 
  +2 
   
  Two Melee Attacks a Round 
  9 
  +18 
   
  +2 
   
  10 
  +18 
   
   
   
   
   
  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-1. 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. 
   
  This power is limited to level 7. 
   
  LEVEL 
  RANGE 
  2 
  50’ 
  3 
  100’ 
  4 
  250’ 
  5 
  500’ 
  6 
  1000’ 
  
  7 
  1 mile 
   
  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+2 damage. Objects can similarly be thrown at targets, who receive 
  a Saving Throw to avoid the attack or else suffer 1d6+2 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.  
   
  This is a rare ability that Psionic Warriors are better at than normal Psions. See the table below for details.  
   
  LEVEL 
  Weight 
  2 
  100 lbs 
  3 
  300 lbs 
  4 
  1000 lbs 
  5 
  5 Tons 
  6 
  50Tons 
  7 
  500 Tons 
  8 
  1000 Tons 
  9 
  10000 Tons 
  10 
  50000 
  Tons 
   
   
   
  
  Appendix  
   
  Wild Talents 
   
  Some campaigns like to feature the idea that occasionally otherwise normal people are born with innate psionic 
  ability. These rules allow for introducing such options into play in both an ‘Old School’ and ‘New School’ fashion. 
   
  If not using Psionics, some powers in this book do not have full levels from 1 to 10. When a Wild Talent gains a 
  Discipline lacking level 1 abilities (such as Remote Viewing, Telekinesis, or Telepathy) simply treat their level 2 
  ability as level 1 and progress from there. Powers will either cap out when they reach the maximum level, or the 
  Referee can extrapolate higher level abilities if they wish. 
   
  New School 
   
  In New School style games, a great attempt is made to keep characters as balanced as possible. Extra powers or 
  abilities should therefore be paid for in some fashion. In addition, players have greater control over their character’s 
  development and choice of potential abilities. This method allows players to, with Referee approval, add a template 
  to any existing class. This will cause their development to be much slower compared to non-psychic characters, but 
  give them a handful of useful psionic powers.  
   
  Wild Talent 
  LEVEL 
  XP 
  Powers 
  Known 
  Uses 
  per 
  Day 
  1 
  0 
  1 
  1 
  2 
  +500 
  1 
  1 
  3 
  +1000 
  1 
  1 
  4 
  +2000 
  2 
  2 
  5 
  +4000 
  2 
  2 
  6 
  +8000 
  2 
  2 
  7 
  +16000 
  2 
  3 
  8 
  +32000 
  3 
  3 
  9 
  +64000 
  3 
  3 
  10 
  +128,000 
  3 
  3 
   
  WILD TALENT CLASS FEATURES 
  WEAPON/ARMOR RESTRICTIONS: Wild Talents are proficient in whatever weapons and armor their base class 
  uses. 
   
  PSIONICS: Wild Talents are able to use a limited number of Psionics as indicated in the table above. They use all 
  the rules for Disciplines that a Psionic Warrior does. They are considered half their actual level when determining 
  level of power effects (so a 10th level Wild Talent uses their Disciplines as though they were a 5th level Psionic 
  Warrior).  
   
  CLASS BOND: Wild Talents are not a full class in and of themselves. Instead, they are a template added to another 
  class. The benefits they bring are represented in an increased Experience cost for their primary class to advance.  
   
  For example: Speaker Timas Dinklen is a 3rd level Aristocrat- Wild Talent. In order to advance to 4th level, he will need 
  6,000 + 2,000=8,000 Experience. He will have all the benefits of both his Aristocrat class and know two Disciplines, 
  which he can use once a day. 
   
  
  Any class, even alien races, can be Wild Talents, except those who already have ability with Psionics (unless, 
  perhaps, the Referee wants to allow some sort of ‘Chosen’ one who was simply better than other similar users of 
  Psionics, in which case this template might facilitate that).  
   
  SAVING THROW: Wild Talents receive a +1 to all Saving Throws to resist Meditations, Psionics and Gifts. 
   
  XP BONUS FOR INTELLIGENCE: A Wild Talents receives Bonus XP for both their Intelligence and whatever ability 
  their base class benefits from. However, their base class cannot benefit from an ability that gives it double the 
  attribute bonus (they can only receive 5% from a score not matter how high it is). 
   
  Old School 
   
  The old school method of governing rare and special abilities was with randomness. Much like high attributes, 
  special powers such as psionics were governed by a roll of the dice. If you were lucky, you ended up with weird and 
  strange powers. If you weren’t, you didn’t and you moved on. Since White Star is definitely Old School, let’s talk 
  about that method. 
   
  CHANCE OF PSIONIC ABILITY: When a character is first created, they have a chance of being born with psionic 
  abilities. All characters start with a 1% chance of being psionic. If their Intelligence is 13+, they have a +5% to this 
  chance. If their Wisdom or Charisma are 13+, they gain an additional +2% for each that qualifies. This means that 
  the highest chance a character can have of starting as a Wild Talent is 10%. 
   
  Note: Referees who want Wild Talents to be a more common part of their setting can increase these numbers as they 
  see fit. They may even wish, in the right kind of setting/game, to simply allow all characters to start as Wild Talents. 
   
  DETERMINING WILD TALENTS: If a character succeeds at qualifying for psionic ability, they roll 1d4 (1d4+1 in a 
  psionic heavy setting). This is the number of Wild Talents they will eventually possess. They then must roll on the 
  following table to determine which Disciplines they can develop. Roll a 1d3 and a 1d5 and consult the table below. 
   
  Roll Discipline 
  1, 1 
  Akashic Meditation 
  1, 2 
  Biomastery 
  1, 3 
  Cellular Adjustment 
  1, 4 
  Cloud Minds 
  1, 5 
  Emotional Resonance 
  2, 1 
  Imbue Weapon 
  2, 2 
  Meta-Portation 
  2, 3 
  Mind Assault 
  2, 4 
  Mind Shield 
  2, 5 
  Psionic Blade 
  3, 1 
  Remote Viewing 
  3, 2 
  Speed Burst 
  3, 3 
  Telepathy 
  3, 4 
  Telekinesis 
  3, 5 
  Player’s Choice 
   
  DETERMINE MAX LEVEL: Each power will be limited to a maximum level of ability equal to 1d10. The player should 
  roll for each power they will develop and record this somewhere.  
   
  CHOOSE DEVELOPMENT ORDER: First level Wild Talents begin the game with only a single Discipline. If they 
  have rolled more disciplines, then they will develop a new one every two levels (so at level 3, 5, 7 etc) until all their 
  Wild Talents are in play. A Wild Talent begins at level 1 and grows in power from the point they are developed. So 
  if a power were developed at level 5, it would start at level 1, and when the character reached level 6, it would be 
  usable as a level 2 ability. If a player rolled extremely well determining max level, their development order may cap 
  certain Disciplines to a level lower than what they rolled. 
   
  
  For example, if Nagisa the Wild Talent started with 4 Disciplines (Telepathy, Mind Assault, Cellular Adjustment, and 
  Speed Burst) and rolled 3, 10, 9, and 5 for her four power’s maximum level, she would be faced with a difficult choice. 
  Only the power she picks at level 1 will make it to level 10, so if she wants Mind Assault to ever reach 10th level, she 
  must take it at first. Cellular Adjustment will, at most, make it to 8 if she develops it at level 3. Worse would be if 
  Telepathy is the one she most wants to begin the game with. If she chooses it, she is sacrificing power levels from the 
  others so that she begins the game with the power she prefers. Alternatively, she could start with Cellular Adjustment 
  and let it cap out at 9th, while Mind Assault will then lose some of its potential power. 
   
  USES PER DAY: Wild Talents begin the game able to activate their powers only once a day. At levels 4 and 7 they 
  gain an additional use per day.  
   
  Optional: Alternatively, the Referee may make their uses per day random as well. Using this method, players begin 
  with one use at level one, and gain more every other level until they have reached their maximum. 
   
  Roll 
  Uses per 
  Day 
  1-15 
  1 
  16-50 
  2 
  51-85 
  3 
  86-100 
  4 
   
  OPTIONAL-WILD FOCI: If the Referee wants to allow it, Wild Talents may also (or only) start with a Focus. This 
  does require the use of Psionics I, also from DYS Games. A Wild Talent will start with a Focus at level 1, 
  and then develop their Disciplines from there as described above. 
   
  Roll 
  Focus 
  1 
  Biometabolic 
  2 
  Psycho-Porter 
  3 
  Sensitive 
  4 
  Telekinetic 
  5 
  Telepathic 
  6 
  Warrior Focus 
   
  Options 
   
  There are many ways that Referees can modify the above rules to suit their campaigns. Several have already been 
  spelled out. Here are a few more. 
   
  1) Roll Max Level after choosing the order the powers are developed. This makes it more difficult for Wild 
  Talents to end up with high max level abilities, which may or may not serve the Referees setting. 
  2) Max Level 5. Cap all Wild Talents at level 5. This makes the useful, but not over powered compared to full 
  class Psions and Psionic Warriors. 
  3) Secret Max levels. Let the players choose the order their powers will develop, but the Referee rolls each 
  power’s max level secretly and the player won’t know how high a power can get until it stops improving. 
  4) Wild Foci Only. If a character starts with psionics (or perhaps all characters) but they only have a Foci. This 
  would work well for worlds where everyone has some minor psionic abilities. 
  5) No Max Level. Powers will improve and cap out based on what level they were developed (so a 1st level 
  power could reach 10th level, a power developed at 3rd will reach 8th, a power developed at 5th level will 
  reach 6th, a power gained at 7th level will reach 4th, and a power gained a 9th level would reach 2nd). This 
  rule makes Wild Talents potentially more powerful, but not by much. 
   
  
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