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The Psychic's Handbook

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Psychic powers may seem like magic, but there's no reason to treat them as such in your 3rd Era game. The Psychic's Handbook provides a completely independent system for adding psychic abilities to your campaign, abilities which are at once more subtle and wider-reaching than magic, powers with their own applications and limitations that separate them from the spells of clerics and wizards, and even the powers of psions. The core of the system is the psychic, a new class whose mental powers are based on skills and feats. The Psychic's Handbook, by award-winning game designer Steve Kenson, provides you with everything you need to integrate the class into your game, including prestige classes, new equipment, campaign advice, and conversion notes for Modern games. Discover the true powers of the mind.

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Shane O. [Featured Reviewer]
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July 3rd, 2009
I remember, back when I was playing AD&D, how cool it was that characters had a small chance of having a psionic wild talent. The odds were against it, but every so often, a character would have a random psionic power. So occasionally there’d be [...]
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Product Information
Silver seller
Author(s)
Pages
80
Publisher Stock #
GRR1306e
File Size:
6.55 MB
Format
Original electronic Click for more information
Scanned image
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File Last Updated:
June 09, 2009
This title was added to our catalog on June 09, 2009.