Tuesday, November 6, 2012

Quick and Dirty Savage Worlds Psychic Rules

I am often disappointed by the default Savage Worlds magic system, as it gives you three powers straight from the start, combined with a power point system I find fairly unimaginative. So, here's what I've used in a previous campaign.

In my campaign, I used the Guts skill for all psychic rolls. The reason for this was twofold: first, the Guts skill was kinda useless otherwise (it's not even featured in the Deluxe version of Savage Worlds anymore) and second, psychic powers are basically about controlling your own mind to affect the outside world. You could easily use another skill, maybe make it based on Smarts instead of Spirit or you can do like I did and "hide" the psychic rule system behind Guts until you reveal the psychic potential in your characters.