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we-are-psion · 2 years
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Psionic blast
by Pachycocruta on Deviantart
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we-are-psion · 2 years
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Heroic Psion
by MikeSchley on Deviantart
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we-are-psion · 2 years
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psion battle
by b-nine on Deviantart
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we-are-psion · 2 years
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Psion
by BenWootten on Deviantart
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we-are-psion · 2 years
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Character Design: Orc Seeker of Knowledge
by Teodor Kalamov on Artstation
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we-are-psion · 2 years
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Lotharjah
by Henrique Reis on Artstation
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we-are-psion · 2 years
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postapo psychotronic girl
by Łukasz Gromysz on Artstation
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we-are-psion · 2 years
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Psionic Fight
by Marc Grunert on Artstation
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we-are-psion · 2 years
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Psion Barrier-Smith
by Daniel Todd on Artstation
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we-are-psion · 2 years
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<Reblog to get a sword.> o()xxx[{::::::::::::::::::::::::::::>
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we-are-psion · 2 years
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Psionic
by Krystyna Nowek on Artstation
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we-are-psion · 2 years
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Elkantar, A Psion Master
by J Saavedra on Artstation
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we-are-psion · 2 years
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Hello please reblog this if you’re okay with people sending you random asks to get to know you better
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we-are-psion · 2 years
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This is what psychics are best at. It is the ancient art of the Vibe Check.
I think that... a lot of the time, fics that want to give the clones more agency and vilify Jedi tend to focus in on the Jedi not being trained for war (truth) and shouldn't automatically be given positions of leadership (arguable truth) and so the clones shouldn't listen to them (...no)
Because. I mean. Listening to the psychic is a tactical advantage
The clones should have massive influence on battle plans! But if the Jedi says "not that route" then there's a solid chance it's because they are getting Bad Vibes that are predicting a possible ambush or rock slide
Ignoring a Jedi for not being a tactical expert is like ignoring the engineering specialist for not being frontline
Like yeah, they aren't battle planners. They still have pertinent information that could cost you the battle if you ignore it.
This doesn't get into the Jedi being solid field leadership (again, being psychic helps massively with making snap decisions) and just a major force in war themselves.
But as far as pre-battle leadership goes, I just think a lot of the This Character Is Literally Psychic gets understated. Not enough scenes in fic where the Jedi offer an opinion on the plan and just
"Bad vibes, sir?" "Bad vibes, captain."
"Sir, requesting a vibe check." "Vibes are good. We are clear to proceed."
I just really need clones requesting vibe checks as a matter of procedure.
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we-are-psion · 2 years
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my out of the abyss one shot character, zovogel esir, a fallen aasimar soulknife rogue. hope to play him somewhere again soon :D
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we-are-psion · 2 years
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Jessamine Shae, eladrin rogue displaced from the Feywild into the Material Plane
trying to find her way back home… or is she?
started her out in winter form, and after ~11 sessions and 2.5 months, has finally grown close enough to the party to lose her chilly exterior. 
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we-are-psion · 2 years
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Thieves’ Guild VII (1982) introduces the notion of inborn talents and weaknesses, which is fun and can result in weird powers like psionics. There is also a thorough expansion of the lockpicking rules, accounting for strange locks and a variety of traps. This is a good example of the sort of rules that depend on context. In a mixed class campaign, this level of nuanced rules for lockpicking would be a drag (similar to hacking in Cyberpunk or Shadowrun) but in a group where everyone is a thief, they kind of work. Maybe. This maybe pushes things into the too heavy for my taste category.
The first adventure is a bit tortured — an incognito dwarven smith hires the players to rob his shop, specifically of a sword, and deliver it to the guy who commissioned it. He does this largely because he doesn’t want to make the trip, but also needs to test the people who would deliver it for him? It isn’t the greatest. I do like the idea of a dwarf acting mysterious and walking on stilts though.
The second adventure involves stealing a magical artifact. The item in question is in the possession of a person who is part of a particular caravan, but no one know who, so the party has to figure it out. I love the framework here, but the staging is a little less than sexy. Still, a good social heist.
Can’t stress my love of Gamelords in general though. One of my most satisfying old school discoveries — there is a wealth of bright ideas in these books for the OSR and other indie designers to play with. Dig in!
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