I really like the presentation of Psionic rules in Big Dragon’s PX1. In my own games I have added a couple of Powers taken from the Second Edition Complete Psionics Handbook that allow Psychic Monk characters to better emulate the Mystic class from BECMI. I also have added powers that the characters run into during their adventures. In my campaign that is behind the Webcomic, I have replaced the Mystic class with the Monk class from PX1. I previously used other rules, but I like Big Dragon’s presentation so well, I’m just using them as-is with these few adjustments.

Mystara doesn’t really have Psionics in the core setting, but if there’s ever a Mind Flayer I really want it to be the Psionic version. So in my interpretation of the setting, Mystics that are psionic are exotic travelers from distant lands. Additionally, I’m considering The Church of Benekander promoting psionics, since one of Benekander’s precepts is to fight against the influence of Immortals, and the power of psionics comes from within and doesn’t need an Immortal or the Radiance to work. So I have the rules to explore that set. Still need to build it out into how it will work with Mass Combat. Here is what I have so far.

Psychometabolic Minor Devotions

Scale Body
Range: 0 (psionicist only)
Duration: 2 turns
Area of Effect: Personal
The psionicist can selectively expand or shrink his own body proportions in any dimension: height, length, width, or thickness. He can increase or reduce any or all of these proportions by 50% of their original size per round. Maximum expansion is four times original size. Minimum reduction is 25% of the original size.
This power has no effect on clothing or equipment. Ability scores don’t increase either. In other words, the character does not grow stronger simply because he became taller.

Adrenalized Metabolism
Range: 0 (psionicist only)
Duration: 3 turns
Area of Effect: Personal
The psionicist can speed up their metabolism allowing them to act as if under the effects of the Haste spell. The psionicist may move at up to twice normal speed and make double the normal number of missile or hand-to-hand attacks while the devotion is in effect.
This power does not affect the rate at which magic works, so the psionicist cannot use magical devices (such as weapons with additional magical effects) any quicker.

Range: 0 (psionicist only)
Duration: 1 turn
This power allows a psionicist to walk or run without making any noise. The psionicist is able to adapt to all surfaces, but does not negate the effects of any floor triggered traps.

Range: 0 (psionicist only)
Duration: instantaneous
Area of Effect: Personal
The psionicist is able to increase or decrease the likelihood of pregnancy after sexual activity. If used to enhance the likelihood of pregnancy the chance is 90%. If used to prevent pregnancy, there is a 95% certainty that there will be no child. As an optional rule, there is a chance of mutation in the child if this power is used. This mutation is determined in the following table. A mutant! result will be a Gamma World style mutation. Grab a copy of the old Gamma World rules and roll up a Humanoid. Good luck! The Superhero Mutant result is going to be your very own X-Man baby. Use the Power Weider class with Mutant Origin rules from Guardians by Night Owl Workshop as a baseline.

RollResult if preventing pregnancyResult if increasing likelihood of pregnancy
01-80no fertilizationone child
81-90no fertilizationno fertilization
91-95no fertilizationidentical twins
96one childmutant!
97identical twinsmutant!
99mutant!Superhero Mutant
00Superhero MutantSuperhero Mutant
Will my child have 8 heads or will they leap over tall buildings in a single bound?

Range: 0 (psionicist only)
Duration: 3 turns
With this power, the psionicist can make his body smell like exciting perfume. The attractive and exciting perfume of these pheromones can attract attention, change reactions and help seduce. The game effect of this is a +4 on appropriate Charisma checks, and a -4 penalty on checks to dissuade unwanted attention.