Psionics (role-playing games)

In these cases, psionics is usually defined in terms of its differences from and interactions with the magic system rather than on any specific capabilities.

The Hero System implements a wide variety of mechanical abilities, many of which are compatible with (and often used to build) psionic characters (often referred to as "mentalists" in Champions).

The Dawning Star science-fiction setting introduces a modern take on the concept called Red Truth.

The d20 System, being a de-branded version of the Dungeons & Dragons rules, shares these mechanics for psionics in nearly every detail.

In the case of GURPS, categories of ability are “powers”, purchased and refined by the player during character creation.

In GURPS 4th edition psi abilities are bought as all other Advantages, with a 10% discount for the fact that they can be neutralized by anti-psi powers and technologies.

In the In Nomine Satanis/Magna Veritas French roleplaying game, psionic powers (here called psi) are wielded by a few humans.

God used them as the pawns of a small game with Satan, to see if humans untainted by society and the harsh life of Earth would succumb to evil.

Despite these powers, the psis are usually considered as weaker and much more fragile than the main protagonists of the game, angels and demons.

Paranoia and Gamma World), widespread, radiation-induced genetic mutation is the sole trigger responsible for psionic powers in player characters.

In White Wolf Publishing's World of Darkness, Mages sometimes work magic through a paradigm of psionic power.

In addition, more ordinary humans in the setting sometimes possess psychic abilities, and these powers and others like them are often referred to as Numina.

Psionics is sometimes used as a setting-compatible replacement for magic in role-playing games with science-fiction settings, particularly in the form of optional additional rules, such as in Star Frontiers.