Psionics are a fundamental element of the StarCraft universe. A given campaign can use whatever psionics rules the GM and/or group prefers: Basic Set (pp. B254-257), Monster Hunters 1 (pp. 45-48), or even the detailed rules from Psionic Powers (though this will involve some changes to the default template). The templates and sample characters primarily use the standard (Basic Set) rules, with some simplified traits borrowed from other sources.

All psionic abilities have the Psionic (-10%) power modifier, and can be affected by psychotronic technology, as well as psionic countermeasures such as Anti-Psi, Mental Strength, and Mind Block.

Terran Psionics
Humans must have both Detect (Psionic Energy; Psionic, -10%; Vague, -50%) [4] and Unusual Background (Psionic Potential) [5] in order to purchase any psionic abilities. Among Space Marines, only Ghosts have psionics by default. Most Terran psionic abilities are relatively subtle, though at the GM's option, exceptionally powerful individuals can learn the unique Protoss psi abilities below.

Zerg Psionics
The Zerg Hive-Mind is a kind of racial psionic gestalt, and much Zerg technology (such as it is) is psionic. Powerful, intelligent Zerg — Brood Mothers, Masterminds, the Over-Mind, the Queen of Blades — can develop exceptional abilities comparable to those of other races.

Protoss Psionics
All Protoss have some psionic capability; their technology is fundamentally psycho-tronic, and many Protoss abilities and weapons are psionic in nature. High Templars and Archons are the most likely to have advanced abilities.

Protoss Psionic Abilities
In addition to the standard abilities available in the psionic power system chosen by the GM, the following abilities are available to Protoss, and optionally, to powerful Terran Ghosts or advanced (unique) Zerg.

  • Feedback: Fatigue Attack (Linked, +10%; Malediction 2, +150%; Psionic, -10%) [15/level] + Toxic Attack (Linked, +10%; Malediction 2, +150%; Psionic, -10%) [6/level]. 21 points/level. (Telekinesis.)
  • Maelstrom: Affliction (Stunning; Area Effect, 8yd rad, +150%; Based on Will, +20%; Extended Duration, 10 sec, +40%; Malediction 2, +150%; Psionic, -10%) [45]. (Telepathy.)
  • Mind Blast: Affliction (Stunning; Based on Will, +20%; Extended Duration, 10 sec, +40%; Malediction 2, +150%) [30]. (Telepathy.)
  • Plasma Shields: DR (Ablative, -80%; Can't Wear Armor, -40%; Force Field, +20%; Hardened 3, +60%; Psionic, -10%) [2.5/level]; Regeneration (Very Fast or Extreme; Plasma Shields only, -50%; Psionic, -10%) [40 or 60]. • "Hardened Shields" add Injury Tolerance (Damage Reduction 2) [45]. (Telekinesis.)
  • Psionic Ripple: Toxic Attack (Accessibility, only creatures with brains, -10%; Based on Will, +20%; Malediction 2, +150%) [10/level]. (Telepathy.)
  • Psionic Shockwave: Burning Attack (Armor Divisor (5), +150%; Explosive 1, +50%; Increased 1/2D, 50yd, +10%) [15/level]. (Telekinesis.)
  • Psionic Storm: Toxic Attack (Accessibility, only creatures with brains, -10%; Area Effect, 8yds, +150%; Based on Will, +20%; Costs Fatigue, 2 FP/die, -20%; Malediction 2, +150%) [15.2/level]. (Telepathy.)
  • TK Bolt: Crushing Attack (Double Knockback, +20%; Increased 1/2D, 50yd, +10%) [6/level]. (Telekinesis.)
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License