Psionic Usage Die V2
2025-06-23
The mind can go either direction under stress — toward positive or toward negative: on or off. Think of it as a spectrum whose extremes are unconsciousness at the negative end and hyperconsciousness at the positive end. The way the mind will lean under stress is strongly influenced by training.
- Dune by Frank Herbart
Setting Babble
I think my guilty pleasure as a game designer is probably magic/power systems, mainly the player-facing kind. I’ve never quite put my finger on why that is, given I’m a forever GM with a heavy, procedure-based style. If I had to guess, it’s that some of my favorite aspects of worldbuilding are metaphysics, theology, and epistemology. magic systems are about the only time elements like that in a setting get directly interacted with by a player.
In the setting of Be Not Afraid, I focus on the triumvirate of metaphysical powers: Magick, Psionics, and Faith.
In my setting, a strong distinction is made between the supernatural as hidden or opaque laws of reality Vs. the supernatural as a subversion of natural laws-often by an authority above or outside reality. Things like Magick fall into the former, while Miracles fall into the latter.
Psionics, as a concept, poses some interesting questions as to which camp it belongs in. I think it falls into the camp of the “natural”—as in, part of reality by design. What makes Psionics distinct from Magick is that Magick can be learned, but Psionics cannot-at least not directly. It requires a certain latent ability or metaphysical makeup.
A quirk of one’s biology and how it connects to their mind and spirit—enables a more direct manifestation of will upon matter. This is distinct from Miracles produced by Faith, as the divine soul isn’t involved; no outside presence or authority is compelling these changes in the material world.
New Concept: Armor Dice
Well, new for this blog/Be Not Afraid as a system. I wanted to introduce the concept in this post for two reasons: 1) there is a power reliant on the concept, and 2) other ability/magic systems in Be Not Afraid will also use it.
Armor Dice are simply another type of defense. akin to Armor Class, Damage Resistance, or Damage Reduction. Armor Dice are opposed dice rolled after an attack hits but before damage is determined. Unlike Damage Resistance or Damage Reduction, which are passive defenses, and AC, which is a mix of passive and active, Armor Dice are purely reactive and reserved for specific types of defense.
Things like reactive armor on tanks, point-defense systems, and magical or divine protections that intercept attacks are the kinds of defenses best represented by Armor Dice.
Side Note: Long-time readers may note that I’ve had two forms of damage resistance: one that reduces incoming damage by a percentage, and one that reduces it by a flat number. I’ve decided to rename the latter form to Damage Reduction going forward.
Changes
Check out older version of my psionic rules if you want a better guage of the changes I’ve made and some initial conceits I had.
Thankfully I had quite a few people look at my older rules, and they made some rather salient suggestions, so I’ll be quick to list said changes here:
- Reworded the order it that Psi-Die was rolled after the use of the Psi Power
- Added Funky Dice for more psionic levels and further gradual steppings between psi-levels
- Made certain Psi Powers scale with the Psi Level of the character.
- Created/codified a concentration mechanic, which will likely be used for any other magic/power system moving forward.
Psionic Rules
Psi-Die
The Psi-Die represents a psion’s mental stamina and focus. It determines both how long a psionic can using powers and the strength of some effects.
Psi-Die Progression:
Psi Level | Psi-Die |
---|---|
0 | d3 |
1 | d4 |
2 | d5 |
3 | d6 |
4 | d7 |
5 | d8 |
6 | d10 |
7 | d12 |
8 | d14 |
9 | d16 |
Using Psionic Powers
-
After you use a psionic power, roll your current psi-die.
-
If the result is equal to or less than the power’s depletion threshold, your psi-die drops to the next lowest die step.
- Example: A psion with a d8 uses a power with a threshold of 3. If they roll a 2, their die drops to d7. If they roll a 4, the die remains d8.
Threshold Limitation:
You cannot use a psionic power if its depletion threshold is greater than your current psi-die size.
Scaling Effects
ψ (Psi): Refers to a roll of your current psi-die. This roll is used to determine the strength, duration, or effect of certain psionic powers.The result of this roll does not cause depletion—only rolls made for depletion thresholds shrink the psi-die.
Psi-Die Depletion Track
When depleted, the psi-die steps down along the following track:
d16 → d14 → d12 → d10 → d8 → d7 → d6 → d5 → d4 → d3
Contentious Effects
You cannot maintain multiple contentious effects if the combined depletion thresholds are equal to or exceed your current psi-die size.
Example: A psion with a d4 psi-die (range 1–4) cannot maintain two effects with thresholds of 1–2 simultaneously (since 2 + 2 = 4).
This limitation applies regardless of whether the effects require Concentration.
Concentration
Some psionic powers require Concentration, as noted in their description. Whenever you take damage while maintaining a Concentration-based effect, make a Will Save. (Vs Wand) On a failure, all Concentration-based effects end immediately.
Using New Powers While Concentrating
If you attempt to use another power requiring Concentration while already maintaining one, make a Will Save at −4 per active Concentration effect. On a failure: all ongoing Concentration powers immediately end. On a success: you may activate the new power and maintain the others, as long as the combined threshold condition is still met.
Recovery Mechanics
- Rest: After a full night’s rest, regain one step of psi-die (up to your current Psi Level maximum).
- Rituals/Consumables: Certain items or rituals may restore or temporarily boost your psi-die.
Example Psi-Powers
I have a list of sample powers that would demonstrate roughly the format for what they should look like, also I got a cool purple statblock made for them in CSS!
Psi Spear
- Range: 120 ft + 10 ft/Psi-Level
- Duration: Instant
- Target: 1 creature
- Threshold: 1–2
The psionicist hurls a spear of concentrated telekinetic force at a single target. The power deals damage equal to ψ + (20 − target’s AC)]. For example, a target with AC 16 takes +4 bonus damage (20−16).
The target may make a Reflex save (vs. Wand) to halve the damage.
Fire Control
- Range: 100 ft
- Duration: Concentration
- Area: Existing flame
- Threshold: 1–3
The psionicist manipulates an existing fire within range, controlling its intensity, form, and movement.
Effects:
- Resize: Double or halve the fire’s size or heat. Doubled heat deals double damage; halved deals half.
- Animate: The fire takes a shape (e.g., beast, serpent, humanoid) and moves up to 30 ft/round.
- Shape: Form barriers, signs, or symbols of flame.
- Duration: If separated from fuel, the animated fire lasts the characters Psi-Level in rounds before extinguishing.
Fire Creation
- Range: 10 ft + 10 ft/Psi-Level
- Duration: Psi-Level in rounds (extendedible with Concentration)
- Area: 2dψ sq. ft. of new flame
- Threshold: 1–3
The psionicist conjures fire from nothing, producing open flame on a surface or in an open area.
Effects:
- Create Fire: Flame behaves like a normal fire. If no fuel source is present, it lasts for the user’s Psi-Level in rounds, then dies out.
- Manipulation: Created fire can be controlled using Fire Control on subsequent rounds.
- Damage: The generated fire deals ψ + Int modifier in damage.
Fire Bolt (Sub Power)
- Range: 30 ft + 10 ft/psionic level
- Duration: Instantaneous
-
- Target: 1 creature
The psionicist hurls a burst of flame at a target, formed from their palm or drawn from an existing fire source. Make a ranged attack, damage dealt is equal to ψ + Intelligence modifier
- Notes: Using Fire Bolt counts as a use of either Fire Control or Fire Creation, depending on whether the flame is drawn from an existing fire or conjured.
Biochemical Adaptation
- Range: Self
- Activation: 1 Minute
- Duration: 1 hour/per Psi-level
- Threshold: 1-2
The psionicist psychically manipulates their own biology, temporarily redistributing physical capabilities and accelerating natural healing. By concentrating for 1 minute, the psionicist can shift up to 5 points between Strength, Dexterity, and Constitution. These shifts cannot raise any Attribute above 20 or reduce any Attribute below 3.
In addition, the psionicist’s body heals rapidly for the duration, gaining 1 hp per hour.
Note: This power cannot be used again until the current adaptation ends.
Mental Cloak
- Range: Line of Sight
- Duration: 10 minutes x Psi-Level
- Area of Effect: Line of sight, up to a number of creatures equal to the psionicist’s Intelligence score
- Threshold: 1-4
The psionicist bends perception, psychically cloaking themselves from sight. This ability deceives the minds of affected creatures, rendering the psionicist effectively invisible to them.
the target cannot see the psionicist for as long as the psionicist remains within line of sight. The invisibility ends for a specific creature if they are attacked or otherwise harmed by the psionicist.
Note: This ability does not affect things like camera, infrared or ultraviolet based senses. Other psionicists, Supernatural or spiritual beings with extrasensory abilites get a Will Save (Vs. Spell) to see thhe psionicist.
Such tricks do not work on those with ̷͈͖̊͋̉̀T̉ͣ̾́̋ͩ͏̵̧̫̦̥͙͕̺ͮ̀̚ͅr̷̨̡̲̦̰̪̱͕̲̖̿̅̓̇̀̒̐̋̊̃͂͗̚͜͟͜ų̷̘͔͎̖͍͍̞̠͈̥̻̗̣͚̺ͫ̀̏̀̕͢͜ͅe̒ͦ̇̈҉͙͓̳ ̷̦̫̟͓̝̣͙̞͓͂̈́ͯ̌͡S̛͇͉͈̮̘̣̭̰͓̖̗ͥ͊̉̄̾̆͗̊ͮ̏̑ͯ̈̉͜͡͞i̓͏͙̬̝ͤͦ̅̽̈̍͏̩̠͚ḡ̷͕̤͕̝̦̮̹̫̭̲͔ͪ̉̏͋̇̂̾͟h͚̬̲̘̥͐͋̒ͣͫ̂͟͢͢͏̨̯̲̭͞t̵̡̠̘̙̮̥̯̰̄͋
Kinetic Sphere
- Range: Self
- Duration: Concentration
- Area: 10-foot radius sphere centered on the psionicist
- Threshold: 1–4
The psionicist generates a shimmering sphere of compressed kinetic energy, protecting themselves and nearby allies from various forms of harm. This barrier acts as both a defensive shield and a force field, reducing incoming damage and hindering movement through its boundary.
Effects:
-
Saving Throw Bonus: All creatures inside the sphere gain a bonus of +ψ to any saving throw made within the sphere’s radius.
-
Elemental and Falling Damage Resistance: Fire/heat, cold, and falling damage is reduced by half for all creatures inside the sphere.
-
Projectile Damage Reduction: Up to user’s psi-level in projectiles targeting creatures within the sphere have their damage reduced by ψ. This stacks with any armor-based Damage Reduction and armor dice.
-
Barrier Impedance: A creature attempting to pass through the sphere is delayed one round. On their next turn, they may cross freely and receive the sphere’s protection.
Note: The sphere does not discriminate between directions. Its effects apply equally to attacks coming into or out of the sphere.
Living Weapon
- Range: Self
- Duration: 1 Turn (10 Minutes)
- Threshold: 1–4
The psionicist reinforces their body on a molecular level, enhancing musculature, density, and nervous response. Their flesh becomes a living weapon—capable of delivering devastating blows and absorbing punishment.
Effects by Psi Level
Psi Level | AC Bonus | Unarmed Damage |
---|---|---|
1 | +1 | 1d4 |
2 | +1 | 1d6 |
3 | +2 | 1d6 |
4 | +2 | 1d8 |
5 | +3 | 1d8 |
6 | +3 | 1d10 |
7 | +4 | 1d10 |
8 | +4 | 1d12 |
9 | +5 | 1d12 |
Notes: The unarmed damage is considered lethal and may count as magical or psionic for bypassing resistances at the GM’s discretion.
Psi Armor
- Range: Self
- Duration: Until depleted or dispelled
- Depletion Threshold: 1–4
The psion surrounds themselves with a flexible, semi-conscious psychic barrier. When activated, roll your ψ-the result is the number of d4 armor dice generated.
These dice are expended to reduce or deflect threats the psion can anticipate.
Armor Dice Rules:
- Each d4 may be spent after being hit or targeted, but before damage is rolled.
- Spent dice reduce incoming damage from any attack the psion can perceive (melee, ranged, magical).
- Dice may also be spent to reduce damage from a failed Reflex Save, such as area-of-effect or projectile-based effects.
- Multiple dice may be spent on a single attack or saving throw.
- Cannot be used against attacks the psion is unaware of, such as ambushes, traps, or invisible foes.
- Dice are non-regenerating and are lost once used. When all are expended, the effect ends.
Other Ideas & Considerations
I’ve got a few more concepts tied to this mechanic/system that I haven’t fully decided on or fleshed out, but I wanted to toss them out here for comments and suggestions.
Progression & Advancement: The system I’m designing is a classless OSR-style setup. Whenever a character levels up, they roll on an Advancement table. Combat skills like attack bonus and AC also improve slowly over time, based on how many combat encounters the character has been through.
For improving psionics, my main thought was to give psionicists a separate advancement table that only affects psionic-related stuff. That means gaining new powers or increasing psi-levels comes at the opportunity cost of improving core skills or gaining HP—which honestly feels like a pretty fair trade off.
The other route I’ve considered is using an Attainment model, where actually using your powers is what improves them. That could work too, especially since there are 10 psi-levels, which fits nicely into a 0–100 progression system. Faith (and another system I’m not ready to reveal just yet) already use that method.
But for whatever reason, that idea doesn’t fully grab me. I kind of like the notion that psionics aren’t something that improve naturally—they need deliberate focus. When I eventually make a proper Magick system (in the Aleister Crowley or Peter J. Carroll sense of the word), I’ll probably do something that uses both methods—natural growth for raw power, but new magical schools and arts would come from rolling on a chart or ritual-style acquisition.
I’ll likely pull a lot of inspiration from Ars Magica and Invisible College when I get to building that out.
Psionic Talents: Another concept I’ve played with is minor psionic talents. basically the equivalent of cantrips for psionicists. I’d probably design them to be super low-power, just neat little tricks to give a psi-user something to fall back on if they burn out their psi-die. Still not 100% sold on giving them that kind of fallback, though.
Another use for Psionic Talents could be to represent low-grade psychics, people who just have one weird little power that’s kind of their thing. Your small-time mediums, minor séances and sears would fall under this kind of umbrella.
Psionic Schools: Kind of like schools of magic, but for psionics. The idea here is that a psionicist would only be able to choose powers from schools they’ve unlocked, and they’d gain access to more schools as they increased their Psi-Level.
Some rough ideas for schools:
- Psychometabolics – Body alteration and biokinesis abilities
- Psychokinetics – Mind-over-matter stuff: moving things, elemental control
- Telepathics – Mind-to-mind communication, domination, suggestion, mind tricks
- Technopathics – Interfaces between minds and machines, hacking with thought
- Clairsentients – ESP powers, remote viewing, astral projection, all that
- Psychoportation – Teleportation, stepping into Leminal or spirit realms, space/time warping
- Metapsionics – Powers that affect psionics themselves, amplfying, nullifying, or modifying them
God-Like Espers: Eventually I also want to introduce rules for ultra powerful espers. These rules probably wouldn’t be player characters facing, but would work great as antagonists. I’m thinking of those one-in-a-billion types—born once a millennium under just the right conditions. Think Akira or Jean Grey tier.
I’ve already used a toned-down version of this in my playtest campaign. One idea I like is the concept of solipsistic psychic abominations—near-espers who fall short, go insane, and start warping reality around them to match their own internal logic or psychosis.
In the playtest, I had a man with extreme latent ability who got possessed by a minor egregore of slasher horror. He genuinely believed he was a slasher movie character—and reality around him was reshaped to fit that belief. Everything turned into a surreal 1980s movie set.
Inspirations
I like listing inspirations for the stuff I write and it sort of paints a picture the headspace I’m working in.
-
CIA’s Project Bluebird / Stargate
-
Bene Gesserit & Spacing Guild of the Dune series.
-
Project Twilight from World of Darkness
-
Darksun Setting for D&D
-
PX1 - Basic Psionic Handbook by New Big Dragon
-
The Old Psi Warrior UA Class for 5th Edition D&D