(Posted 2025-09-08)

A discussion I saw on reddit’s /r/osr prompted me to consider how I’d differentiate psionics in OSR Tabletop RPGs. Basic structure of what I posted is there, but I noted that OSR psionics (or special types of magic) could work by having hard limits (universal or unique per individual user/ability-type) to create interesting fictional texture. The idea was that having psionics be more limited, but consistent compared to magic would evoke a different feeling fictionally, but with less mechanical differentiation required.

An older man climbs a rocky peak on his hands and knees to reach a creature with a human body and an almost featureless face that awaits him at the top.
By Knapp, John Augustus

Examples of such:

  1. Telekenisis has a strength range of one to four peasants strength (barely enough to lift a tipped wagon, but never weak enough to say, flip a book’s pages).
  2. Telekenisis that cannot go farther than 20 feet, but is strong enough to tear a knight in platemail
  3. Telepathy that cannot be turned off. Standing in a crowd is actually twice as hard to hear in.
  4. Telepathy that can be turned on/off, but cannot be focused to a single individual. Others speaking or thinking nearby interferes with what you can discern.
  5. Mind control/telepathy that can be blocked with X material near the cranium (sapphires in a crow, bronze helmets, etc. probably has a reason not to wear it all the time, though)
  6. Exceptionally weak upper cap for an individual’s telekenisis (In a My Hero Academia styled FATE group I play in, we have a guy who has exceptionally precise telekinesis, but its just as strong as an average index finger. Mainly would be a utility power for unlocking car doors from outside, but we made him a local arms dealer…)
  7. Mind control that cannot interface with non human minds (or the inverse, only works on animals/non humanoids)
  8. Telekenisis that deals as much damage to you as you would suffer just touching the thing yourself, but you can do it anywhere within vision. Mainly a problem when you fight lava monsters and such.
  9. Psionic power points use your HP, but only dealt a the end of the adrenaline rush that’s created when you use them (i.e a fight). Classic nose-bleeding as your mind melts stuff.

Looking at the limits on “useless superpowers” is a good reference point, in my opinion. There’s probably places on the internet that have those, and I’m sure you can find a way to add some element or situation where they’d be cool.


Bubble Girl, from My Hero Academia

Generally the limiting elements could be something like these (this is a non-exhuastive list, of course):

  1. Power ceiling (how powerful can it be at max?)
  2. Range of control (can you use it at a weaker strength than the max? How much weaker?)
  3. Consequences (What does the power do that can hurt you in return?)
  4. Physical range (how close/far must you be? Can be combined with range of control)
  5. Required preparation (do you need to have something ready? This one is more magically themed imo)
  6. Focus requirements (how much attention do you need to dedicate to using the power? Can you do other things while using it?)
  7. Mitigtion methods (Can a material be immune to your power? How easily is it available?)

Honestly I usually just mix and match these in my head with a base power until I find something interesting! Usually people will figure out some horrifying loophole, so as long as you can see it barely being useful, you’re probably on the right track.


By CheesyManfredo
(Comeone tell me where to find the original post please!)

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