Upfront, I have to admit that this is my favorite psionics system to date, certainly for Dungeon Crawl Classics, and perhaps for any game. It is usable and appropriate not only for games where your PCs are crawling under a broken moon, but anywhere psychic powers might "fit".
Alternative psionics systems can be found in Crawljammer #3 and Drongo: Ruins of the Witch Kingdom. The Wizardarium of Calabraxis also includes a nascent prionics system. Likewise, some mutations in Mutant Crawl Classics, Hubris, or The Umerican Survival Guide might be considered psionic. My general view is that these can be mixed and matched - nothing requires that all mind powers work in the same way!
Options are good. But if you have to choose one consistent way to run psionics, my money is on this book. Let's crack it open.
Introduction
This is a product which grew in the making, from a simple set of rules for Umerican campaigns to a guide which took the whole of Dungeon Crawl Classics into account. In the introduction, Reid San Filippo supplies the design goals for the product. I think that Mind Games reached these goals admirably:
- Psionics had to capture the old school feeling of the original psionics presented in the 1st and 2nd editions of the first fantasy RPG without being tied to their cryptic complexity.
- Psionics had to function differently than Wizard and Clerical magics without being any more complex.
- Psionics had to be set firmly in DCC’s original Science Fantasy stylings so it would be adaptable to any of the current and future DCC settings available.
- Psionics had to be awesome but, not so awesome that it did not [un]balance the other established DCC rules and content.
The Psion character class
Obviously, a psionics system requires a class with the ability to use psionics. In Mind Games, this is the psion. There are a number of options for powers your psion can have, but each discipline must be learned separately, with your level determining the number of powers, and the max tier for those powers. You also gain focus points, which can be used to gain a Focus die for a specific discipline, in a manner similar to the Deed Die or the Luck Die for warriors and thieves.
Psions can use psi burn. This is similar to spellburn or glowburn, but psi burn increases the Focus die, up to a maximum of 5 steps, by taking temporary Intelligence or Personality damage.
Failure can cause Psychic Dissonance, and every failure increases the chance of this occurring, similar to the way Disapproval works for clerics. Moreover, a natural 1 on the Focus die when a roll falls within the Psychic Dissonance range increases that range by 2, rather than 1.
How Psionics Work
This section explains the four disciplines of Psychometabolism, Clairsentience, Psychokinesis, and Telepathy. It explains power tiers (which are essentially like spell level, going from 1 to 4), psionic actions (which sorts how a power can be used). How to use psionics, either through Power Invocation or Psi Assist.
Psychic Duels
This is not a rehash of the wizard's spell duel system. Instead, the basic outline seems more like the psionic combat rules in the 1st Edition Advanced Dungeons & Dragons Dungeon Master's Guide, ending in the potential death or concession of the loser. Concession is an interesting mechanic, allowing the victor to force the loser to abide by one command (within certain restrictions).
Psionic duellists may also experience subjugation, which is the effect of a successful attack (or unsuccessful defense, depending upon how you look at it). The result of subjugation depends upon the discipline the attacker is using, the degree of success for the attack, and whether or not the attacker chooses to spend any reserved Advantage.
There is a two page sample duel, between the young psion Vouna and the evil tyrant Lord Mentac, which does a great job of illustrating the concept. In fact, I think that you would do yourself a favor by reading this sample duel both before and after reading the psychic duel rules.
Psychic Dissonance Table
Unlike clerical Disapproval, dissonance is always resolved with 1d10. However, you add the amount you missed the target DC by, and if the Focus die also came up "1", you roll it, and add the result to the total.
Results range from "A minor bout of psychogenic fugue settles into the psion’s mind causing -1 to all power initiation rolls for 1d4 turns." to "The psion’s entire persona is lost to the universal metaconsciousness for 4d30 days. During this time a completely different persona inhabits the body. They will be of the same character level but of a randomly determined class and alignment. When the psion’s original persona eventually reconnects with their body, it will have to fight the current inhabiting persona for possession of it."
Psionic Powers
Mind Games has a total of 13 powers for each of four disciplines. The write-ups are similar enough to those from the 1st Edition AD&D Player's Handbook or the 2nd Edition AD&D The Complete Psionics Handbook that conversion to or from those sources should be possible. (I have not actually attempted this yet, but it is the strong impression that I get.)
Powers have an effect for base success, and using a Focus die can increase what is possible.
Psionic items
Living crystals (including a fair-sized section on living crystal weapons, comparable to the sword magic tables in the core rulebook), psychogenic baubles (ioun stones), brow jewels, and memory tomes are discussed.
Psychic Menagerie
If the book had not shone before now, it would certainly shine here. The judge is supplied with five psionic creatures to challenge his PCs with. Because of the way psionics works in this system, the PCs need not be psions to enjoy the encounters!
The creatures are:
- Braingineer: Projected from the distant future of a collapsed timeline, these eerie beings are supposedly the remnants of a highly evolved human society. They appear to be living human brains floating inside impressively technological transparent cylinders with many robotic limbs attached to the base of the cylinder. Tiny, colorful lights blink randomly at all times on the cylinder bases.
- Cerebear: This abomination appears like a grizzly bear with odd colored tufts of hair all over its body but its head is its most horrific feature. The top of its skull, including its ocular cavities and ears, has been replaced with a massive, exposed cerebrum that pulses with an eerie green luminescence. Orbiting the naked, leathery brain like tiny gruesome satellites are at least a dozen mismatched eyes, each trailing a few inches of dangling optic nerve behind them.
- Edacious Encephalon: Floating just out of phase with our reality, Edacious Encephalons (also know as Hungry Brain Devils stalk intelligent beings in search of tasty emotions. They tend to be found not in remote ruins but populated areas currently experiencing high amounts of turmoil and stress. Settlements on the brink of war, political debates, and grand musical performances are some of their favorite feeding grounds. Should the situation need assistance to reach a palatable emotional state, they will employ psychic whispers to heighten the emotive tempo to levels near madness.
- Hive Mind: Not all people born with psionic abilities are predisposed to become Psions. Some, like the Crystal Shepherds, have a specialized psychic gift. Unfortunately for Hive Minds this “gift” always comes with a price. From an early age, a hive mind will begin to hear the simple thoughts of a particular type of insect. Those that do not quickly go mad find they can manipulate these thoughts, eventually gaining complete control over that type of insect. The price for this is the influence of the multitudes of tiny alien minds pulling away the person’s humanity and creating a being that only looks human. This is not to say that hive minds cannot function in human society. In fact, they can be quite social and love the thrill of intrigue as they feed their insatiable desire for control. They are true sociopaths as their moral compass and values are almost completely alien.
- Lobstrosityrant: This dreadful crustacean is a much larger and more dangerous cousin of the Lobstrosity (CUaBM issue #1, pg 22). Half again the size of its lesser relatives, its mighty shell is pearlescent white with tinges of every color of the rainbow reflected throughout.
Great stuff!
Psi-Beast Critical Hit Table
Like everything else in Dungeon Crawl Classics, psychic creatures have critical hits to be feared. In this case, a normal attack has a psionic element.
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Great review! I also love this system. In fact, I threw a cerebear into my adventure, _Killer of Giants_, for the _Umerican Survival Guide_ kickstarter. Seriously LOVE that nasty. Makes owlbears seem about as terrifying as guppies, in comparison.
ReplyDeleteI look forward to running that encounter!
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