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Unlock the power of the mind with this guide to using psychics in your Genesys games. Whether you want to run games focused on those with psionic gifts or introduce psychics into your existing campaigns there is something for everyone here.

It includes:

  •  2 new archetypes
  •  5 new careers
  •  3 new psi skills
  •  52 new psi talents
  •  a host of rules to get the most out of your new psi powers.
  •  psi gear
  • A guide to creating new settings using psychics, in a variety of tones.
  •  10 adversaries to challenge psychic and non-psychic characters alike
  •  factions both pro and anti-psi.
  •  4 new settings; in Mind War the cold war rages with psychic powers, a small town is transformed when people start to manifest psi powers in Meltdown, young psychic students learn to use their powers in The Academy and in a nightmarish future psychics are enslaved in The Divide

Genesys Core Rulebook and either Genesys Dice or the Genesys Dice App are required to use this product.

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Customer avatar
Christopher M October 14, 2020 6:21 pm UTC
Planning on using this in an upcoming campaign, but wanted to ask for clarification because I couldn't find anything in the book...

Does using psychic powers cost strain in the same way magic does? Wasn't able to see anything about power cost in the supplement as is, and just wanted to clarify.
Customer avatar
Michael R October 15, 2020 7:10 pm UTC
By default you don't take strain. I didn't want to impose a penalty just for using a psychic ability. Players have the option of choosing the 'Nose Bleed' Talent if they want to have the classic psychic character suffering damage as they push their powers.

That being said you can treat it like magic and include a strain cost if you want to make using a psychic power more a tactical choice or if you're balancing a group with non-psychics.

I hope you have a good campaign!
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File Last Updated:
May 19, 2020
This title was added to our catalog on April 08, 2020.