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Dumpshock Forums _ Shadowrun _ The Burning Man
Posted by: Bushw4cker Jul 24 2011, 10:26 PM
I have an idea for a Psionic Character I might use for PC or NPC.
His glitches always seem to set things ablaze. Commlinks spontaneously combust. Stunbolt becomes Ignite, Influence becomes Ignite, Levitate is still Levitate, but now it's on Fire, Orgasm..it starts on fire.. All his ware has been acquired due to "Accidents" when spellcasting. Which explains his High Pain Tolerance (Getting shot just doesn't seem quite so bad after literally having great balls of fire)
I haven't done math yet this is just rough draft. Any comments or suggestions are appreciated. Thanks
Race:Elf
Attributes Rating
Body 3
Agility 4
Reaction 5
Strength 3
Charisma 3
Intuition 5
Logic 3
Willpower 5
Edge 2
Essence 5.05
Magic 5
Initiative 10
Initiative Passes 1
Running 3
Climbing 3
Gymnastics 3
Swimming 3
Spellcasting (Combat +2) 5
Counterspelling (Combat +2) 4
Dodge (Ranged +2) 5
Unarmed Combat (Touch +2) 3
Perception (Visual +2) 3
Infiltration (Urban +2) 2
Etiquette 2
Pilot Ground Craft 2
Knowledge Skills Rating
Parapsychology 3
Firefighting 2
Local Area Knowledge 3
Trid Shows 3
Music 2
Fashion 2
Chemistry 2
Conspiracy Theories 1
Language Skills Rating
English N
Japanese 2
Positive Qualities
Magician (Psionic)
High Pain Tolerance-2
Focused Concentration-1
Negative Qualities
Aspected Magician (Sorcerer)
Spirit Bane (Fire)
Cursed-3
Gremlins-1
Cyberware (16450)
Cybereyes (Rating 1)
Lowlight Flarecomp
Obvious Cyberhand (Right)
Armor-2
Obvious Cyberhand (Left)
Armor-2
Penile Implant
Armor (1300) Ballistic Impact Fire Resistance
Cyberlimbs 4 4
Lined Coat 6 4 6
Spells (50 Karma)
Orgasm
Stunbolt
Knockout
Influence
Levitate
Heal
Ignite
Phantasm
Invisibility
Detect Individual
Posted by: Makki Jul 24 2011, 11:04 PM
I don't think this works.
first, the spells don't fit the idea of a Psionic. Neither does the idea of setting things on fire. How does he explain this, if he believes Magic does not exist?
second, this guy has 10 dice for spells that are not combat spells.
he glitches on 1 1 x x x x x x x x, m math is not god right now, but the chance is awfully high. And glitch will never do something in your favor...
Posted by: Traul Jul 24 2011, 11:07 PM
Sounds fun, but how long do you think you can last before your own buddies kill you?
Posted by: Bushw4cker Jul 24 2011, 11:27 PM
pyrokinesis
Awakened characters who believe their abilities to be purely
psionic in nature are rare in the Sixth World, however, they pose
a unique perspective on the nature of magic and may provide interesting
roleplaying opportunities for players and gamemasters
alike (p. 45, Street Magic). Most psionics consider the belief in
magic and the supernatural as mere superstition and mystoreligious
nonsense dressed up as pseudo-science and fueled by
yet-to-be-explained psychic and natural phenomena. For instance,
Conjuring is considered the shaping of autonomous psychic constructs
known as “thought forms.” To a psionic it is only natural
that mystics perceive them as spirits and attribute magical correspondences
to them since these are believed to distill aspects of
a psionic’s own psychic abilities (i.e. fire is linked to pyrokinesis,
air is linked to clairvoyance, etc.). Psionics, too, are capable of
“imprinting” and commanding such thought forms on the astral
plane—though depending on concentration and willpower of the
psionic, the thought form may be more or less capable of independent
action. In game terms, these incorporeal “thought forms”
are normal spirits that interact with the physical world through
possession (p. 101, Street Magic)—though psionics do not believe
in preparing vessels through enchanting.
Psionic characters are able to astrally perceive and project
(even to the metaplanes), use Counterspelling, create wards
(“mental shields,”) and may even use appropriate foci (i.e. crystals
to focus their mental energies, etc). The gamemaster and player
should discuss what spells are appropriate for the psionic character
given the character’s understanding of the forces at work.
Because a psionic believes that all of his energies are fueled from
within, these characters may not choose to take a Mentor Spirit.
As a guideline, spells should be restricted to abilities that could be
ascribed to “the power of the mind” and para-scientific paradigm
of psionic abilities. Note that traditionally, psionics encompasses
a wide range of abilities (such as telepathy, empathy, clairsentience,
telekinetics, pyrokinetics, cryokinetics, vitakinetics, to name but
a few), and this limitation can be as restrictive or flexible as necessary
to fit the style and setting of the game.
Alternatively, players wishing to create a psionic character
conforming to a more “classic” conception of mentalist—focusing
on his spell-like abilities and disregarding conjuring—have only
to create a magician character of the psionic tradition and take
the Aspected Magician (Sorcerer) Quality (p. 26, Street Magic)
to represent the limitations imposed by the character’s own beliefs
Posted by: HunterHerne Jul 24 2011, 11:28 PM
I agree with Makki. The concept is a little flawed, too. It sounds like you want to make an unwilling pyrokinetic, but if that is so, Flamethrower makes more sense then ignite (faster time of effect, actually burns things that are highly processed, etc.), but again, Cursed should never be positive.
Detect Individual, Heal, and Phantasm don't strike me as Psionic powers. To me, a Psionic is someone whointeracts with the real world more then the astral, and the individual, in the case of mental manipulations and illusions. Detect Individual strikes me as the Psionic having a mental link to a specific person, and while that is alright, I think a Psion would use something more like Detect Life.
As for Heal, it doesn't strike me as psionic to restore things to natural working order. So, most of the restorative healing spells are out. I can see a Psionic stabilizing, but not reversing damage.
These are only my opinion, however. So take it with a grain of salt.
Posted by: Tanegar Jul 24 2011, 11:36 PM
QUOTE (Bushw4cker @ Jul 24 2011, 06:26 PM)

Orgasm...becomes Agony(Elemental Effect: Fire)
Only Combat and Manipulation spells can have elemental effects. Agony is an Illusion spell.
Posted by: Stahlseele Jul 24 2011, 11:39 PM
There is hot potatoe though . . imagine that cast on your little pocket billard set . .
Posted by: Bushw4cker Jul 24 2011, 11:39 PM
Orgasm -It's all mental
Stunbolt -Psychokinesis or telekinesis - Manipulation of matter, space, time or energy.
Knockout -Psychokinesis or telekinesis - Manipulation of matter, space, time or energy.
Influence -Mental
Levitate -Transvection - Bodily levitation or flying.
Heal -Biofield energy healing - Healing by channelling a form of energy
Ignite -Pyrokinesis
Phantasm -Mental images
Invisibility -controlling others minds on what they see or don't see
Detect Individual -Clairvoyance - Perception outside the known human senses
Posted by: Bushw4cker Jul 24 2011, 11:51 PM
QUOTE (Tanegar @ Jul 24 2011, 11:36 PM)

Only Combat and Manipulation spells can have elemental effects. Agony is an Illusion spell.
Cursed is a negative quality, it's effects should be hindering to the character (and entertaining to others)
Lets say your with your lady friend and you want to show off your bedroom magic, and cast orgasm, and your partner's parts start on fire. I think that would fit the Cursed quality criteria.
Posted by: Traul Jul 24 2011, 11:56 PM
Depends: maybe you wanted her shaven.
Posted by: HunterHerne Jul 24 2011, 11:57 PM
QUOTE (Bushw4cker @ Jul 24 2011, 07:51 PM)

Cursed is a negative quality, it's effects should be hindering to the character (and entertaining to others)
Lets say your with your lady friend and you want to show off your bedroom magic, and cast orgasm, and your partner's parts start on fire. I think that would fit the Cursed quality criteria.
But isn't Agony. More like ignite. I have played with the idea of a psionic, and really, I think the best first spell should be a version of Shape [element], based on what you want. In this case, fire. If not, it is a good way to eventually go, as he learns to control his power more effectively.
Posted by: Tanegar Jul 25 2011, 12:00 AM
QUOTE (Bushw4cker @ Jul 24 2011, 07:51 PM)

Cursed is a negative quality, it's effects should be hindering to the character (and entertaining to others)
Lets say your with your lady friend and you want to show off your bedroom magic, and cast orgasm, and your partner's parts start on fire. I think that would fit the Cursed quality criteria.
So Orgasm becomes Ignite. Agony could make her feel as if her ladybits were on fire, but it couldn't actually set her ladybits on fire.
Posted by: Bushw4cker Jul 25 2011, 12:01 AM
This might be one character, where having a lower logic might actually open up a wider range of "Spells" for the character. A more intelligent character might have a better understanding of the minds limitations.
Stupid men are often capable of things the clever would not dare to contemplate ~ Terry Pratchett
Posted by: Bushw4cker Jul 25 2011, 12:04 AM
QUOTE (HunterHerne @ Jul 24 2011, 11:57 PM)

But isn't Agony. More like ignite. I have played with the idea of a psionic, and really, I think the best first spell should be a version of Shape [element], based on what you want. In this case, fire. If not, it is a good way to eventually go, as he learns to control his power more effectively.
Character is rough draft, I might change spell selection. Shape Fire might be good idea
Posted by: Bushw4cker Jul 25 2011, 12:08 AM
Even one of the examples of Cursed Quality says Conjuring a Water Elemental, caster ends up with clothes catching on fire.
Posted by: Bushw4cker Jul 25 2011, 12:10 AM
QUOTE (Tanegar @ Jul 25 2011, 12:00 AM)

So Orgasm becomes Ignite. Agony could make her feel as if her ladybits were on fire, but it couldn't actually set her ladybits on fire.
I think by definition of cursed quality it could start them on fire (Talk about Burning Bush!)
Posted by: HunterHerne Jul 25 2011, 12:13 AM
QUOTE (Bushw4cker @ Jul 24 2011, 08:10 PM)

I think by definition of cursed quality it could start them on fire (Talk about Burning Bush!)
That is true. Cursed really isn't restricted to spell selection.
Posted by: Udoshi Jul 25 2011, 12:30 AM
QUOTE (Bushw4cker @ Jul 24 2011, 05:27 PM)

*snip*: Psionic Tradition
Could someone with the updated/reprinted Anniversary Edition please post the description of the Psionic's tradition from it? I heard that it made it into the core book in the latest version, and that it doesn't have any of the arbitrary and stupid limitation that the other traditions don't either.
I'm looking at your Ware and stats, and.... something occured to me.
you have 210 BP in stats, and 30 in metatype. Hmn.
In karmagen, you have 350 for stats. Acceptable.
Have you considered going Free Spirit? I can easily see this character being the unwitting spirit of comedic and tragic fire accidents.
Stat wise, you should come out ahead in every way for the cost, particularly if you're using karmagen.(its 340 karma total for race and force 6)
Posted by: KCKitsune Jul 25 2011, 02:48 AM
Bushw4cker, I came up with rules for Psionics. I've attached them here for your (and everyone elses) viewing pleasure. If you prefer a more organized and readable format, then PM me.
Psionics in Shadowrun
Design Principles
When I went about designing these rules I wanted to make sure of three things:
1) These rules were fair, balanced, and not a Power Gamers dream come true.
2) The Psion archtype was something that players would want to play.
3) The rules for Psionics were in line with the rest of the Shadowrun Core gaming system.
If I fail in any of these three things then this just becomes another Fan-Wank munchkin “class”. I want to have something that will be fun to play. If I have failed in this then please email me at kckitsune@gmail.com, and let me know where there problems with these rules so we can discuss the problems and fix them.
Special Thanks to the following people for helping me with these rules: Paws2Sky, Tymeaus Jalynsfein, Ramorta and Kesendeja for their input and willingness to play test these rules.
Fluff explaination
[ Spoiler ]
Origin of Psionics
When the Sixth Age began, there was only one type of metaphysical power and that was Magic. Magic "explained" all of the weird and bizarre happenings that occurred during the Fifth Age. Then in 2064 with the "Crash of '64" metahumanity gained access to a second kind of "metaphysical" power. That was the power of virtuakinesis, or "Technomancy". People who can access the Matrix without using any equipment. Now in the Sixth Age a third kind of metaphysical power has manifested itself. That is the power of the Mind unleashed. It is better known as Psionics. Psionics is the ability to tap into the vast untapped powers of the metahuman mind
Psions are not as multi-faceted as a Mage though. They have a few abilities to begin with and can learn a few more by Transcending (more on the later). A Mage or Shaman on the other hand can learn new spells quite easily and gain metamagic techniques by Initiating. Mages pay a price for their versitility though. They are tied into the Gaia Sphere and if they are ever in an environment where the Mana Field drops below a certain point, then they are just like mundanes, or worse, their abilities can become a danger to themselves. A Psion on the other hand can use his abilities anywhere. It doesn't matter what the Mana Field is like, their abilities just work. The downside of this is that a Psion can not get a boost to their abilities by using Foci, "casting" in a High Mana area, or working their abilities in a Lodge.
Paths of Power
Psions group their abilities in what are know as Paths. Each Path is a unique discipline and there is no overlap. The Paths that a Psion can travel are Telepathy, Psychokinesis, Pyrokinesis, and Biomanipulation. These Paths have powers that are similar to Magic, and if someone was not wise to possibility of Psionics then they can be forgiven if they thought a Mage was in the area.
A regular Psion can only use Talents from one Path. A powerful Psion might possibly have Talents from two or more of the Paths. If a Psion is traveling on many Paths he will have a Major Path and Minor Paths. The Major Path is the first Path awakened in the Psion and most of his abilities come from that Path. Minor Paths make up the rest of his abilities and can from any other Path.
Crunch
[ Spoiler ]
Psionic powers are a 5/10 Positive Quality. For five points a Psion can have powers from one Path only. At ten points a Psion can have abilities from multiple Paths. The only limitation is that a Major Path must be selected and it can never change. At this point the Psion chooses his abilities. He gains one power for every point in Psi Rating. Psi Rating is purchases exactly like Magic and Resonance. For example, Freddie the Telepath has a Psi of 4, then he can chose 4 powers from Telepathy.
A Psion must have as many abilities from his Major Path as he does from all of his other Paths combines. For example: a Psion has Biomanipulation as his Major Path and a Psi Rating of 5, then 3 of his powers MUST come from the Biomanipulation Path. The other two abilities can come from the other Paths. This is true whenever a Psion increases his Psi Rating after he Transcends(more on this later on) and selects another Psi Power. In the example above, the Biomanipulator gains an extra point of Psi and now has a Psi Rating of 6 then 3 powers must come from Biomanipulation and 3 can come from the other Paths, but when he goes to Psi Rating of 7 then he must select a Biomanipulation Psi power.
When a Psion uses his abilities, he has to use his Psionic Strength (Psi Rating) and his knowledge in how to use each of his abilities (Psionic Skills), just like a Mage when he casts a spell (but use Psi Rating + Psi Skill instead). Psionic Skills are selected just like any other skills, but each Path requires it's own skill. Knowing how to use your Telepathy does nothing for you when you need to use Mental Grasp. Also, a Psion can not default for a Psionic Skill Test. Either the Psion knows how to use a Psionic ability, or he can't use it at all. Finally these skills are unique to each person so there is no possible way to encode a Skillsoft with how to use Psionic Skills, though a Psion can tutor another Psion in how to use his ability. The tutor must be of the same Path as student because just like Shamans make poor tutors for Hermetics, so to does a Telepath make a poor tutor for a Psychokinetic. A tutor who is a burned out Psion can still teach a new Psion how to use his abilities, but the above caveat must be fulfilled.
Psions are as affected by augmentation as Magicians and Technomancers. Their bodies require a certain balance and if that balance is thrown too far out of whack, then they will lose their Ability forever. This means that if a Psi loses 5.01 or more points of Essence, then he loses all Psi ability immediately. Transcending will do nothing if the Psion's body is too full of Metal and/or damaged.
Paths
Each Path has an inherent power that the Psion gets for free. The Psion only gets one inherent ability and that is from his Major Path. The only way to gain a second inherent ability is to Transcend and take Dual Path as one Transcendence ability. The inherent powers are listed below and only affect the Psion himself, and cause no Drain to the Psion. The reason there is no Drain is the powers in question are instinctive. Just a person breathes, so to does a Telepath shield his mind.
Telepaths have Mind Shield. This power gives the Telepath two extra dice to resist mental spells/psi powers. This power is always active and is a passive ability so someone assensing would not detect the Telepath shielding his mind.
Psychokinetics have Psi Armor. This power gives the Psychokinetic an psychokinetic field which imparts +2 Impact Armor. The Psychokinetic in question must either be in a fight or know that a fight is going to be taking place. If the Psychokinetic is surprised, then the Psi Armor is not active.
Pyrokinetics have a Flame Absorption field. This functions exactly like the Absorption Metamagic, but only applies to fire damage. This ability is always active, though if the Pryokinetic is surprised by an attack he can not channel that fire for his own purposes.
Biomanipulators have Bio Stabilization. This give the Biomanipulator their Psi Rating in bonus for any Healing test and gives them +2 dice to any toxin and disease resistance tests he has to take as he instinctively focuses his power inward. This power is always active because the Biomanipulator constantly and instinctively keeps his powers active on his own person. Mages need one less hit to determine a Psion is a Biomanipulator when the Psion is assensed.
Psionic Abilities
Psionic abilities mimic spells. While the source behind the effect is different, the effects are the same. Also some of the abilities have different names and while this may be confusing. The distinction is made so that both the GM and the player know that neither Mana fluctuations, or Mana-Tech affect his abilities. The spell that the ability mimics is listed below the major groupings.
Player and GM's please take note: A Psion can only have as many abilities equal to his Psi Rating. If for whatever reason his Psi Rating drops, then he loses the most recently gained Psionic power.
The mechanism for Psionic power usage mimics the mechanism used by Technomancers for their power usage and Fading. The reason for this mechanism is that the developers of Shadowrun have playtested these rules with Technomancers and have found them to be balanced.
Psionic Power Usage
The Psion chooses the Psionic power to use.
The Psion makes a power check roll of Psi Rating + Psionic Skill needed for the power
The successes needed for the Psionic power mimic the spell the Psionic power resembles.
"Drain" is resisted by a roll of Psi Rating + Willpower.
List of Psionic Powers
Telepathy
Major Abilities: Control Thoughts, Mob Mind, Alter Memory, Phantasm, Mind Blast (Stunball),Mind Probe
Minor Abilities: Detect Enemy, Mind Thrust (stunbolt), Mindlink, Analyze Truth, Confusion, Influence
Psychokinesis
Major Abilities: Control Actions, Animate, Physical Barrier, Psi Blast (Powerball), Armor, Levitate
Minor Abilities: Fling, Mental Grasp (Magic Fingers), Psibolt (clout), Lock, Bind, Deflection
Pyrokinesis
Major Abilities: Flame wall, Melt, Shape Fire, Ignite, Fireball, Alter Temperature
Minor Abilities: Flamethrower, Flame Aura, Thermographic Vision, Light, Detect Heat, Sterilize
Biomanipulation
Major Abilities: Rip the Man Body (manabolt), Cure Disease, Increase Reflexes, Decrease Reflexes, Increase Attribute, Decrease Attribute, Hibernate
Minor Abilities, Heal, Diagnose, Stabilize, Detox, Antidote, Alleviate Allergy.
More Crunch
[ Spoiler ]
Transcending
Psions can gain abilities in the same ways that a Mages and Technomancers do. The process is called Transcending. The process is similar to what Mages and Technomancers undergo for Initation and Submersion respectively, but with one important distinction: there are no groups for a Psion to join (as of yet, GM's can change this if they want) to make their Transcendence any easier. Also, there are some Ordeals that Psion's obviously can't do (such as summoning spirits)
A Psion who undergoes Transcendence achieves a greater understanding of his Psionic potential. Like Technomancers and Mages, when a Psion successfully gets a grade of Transcendence his natural maximum Psi Rating goes up one point.
As a Psion Transcends, he gains access to Epiphanies. Each Epiphany represents a new insight to Psionic abilities and changes how the Psion uses and relates to his powers. After each level of Transcendence, he gains access to the following Epiphanies:
Epiphanies
Astral Projection: A Psion must have the Mind Shield inherent ability to be able to get this Epiphany ability. If he does not then he can't separate his soul from his body. Telepathic abilities work in the Astral Plane, but the others don't. Also, the metaplanes are inaccessible to the Psion.
Astral Sight: A Psion with this Epiphany can see the Astral plane, and their Telepathic abilities can function there, but all other psionic powers do not.
Centering: This Epiphany power works exactly like the metamagic of the same name. It deals with the Drain caused by Psionic abilities.
Dual Path: A full Psion (10 pt version) with this Epiphany gains the inherent ability of a second Path. This Epiphany can only be chosen once, and is final. Also the Psion can choose Major powers from the second Path, though his Primary Path is still in effect for the numbers of Psi powers that must be from that Path. For example, Sarah the Telepath chooses to have Pyrokinesis as her second path. Telepathy will always be her primary Path and when she raises her Psi Rating to 7, then she must have 4 Psi powers from Telepathy, but she can now choose any Pyrokinetic power, not just the Minor ones.
Instant Activation: The Psion has trained so well with a non-offensive power (chosen at the time this Epiphany is selected, and can not be changed) that he can activate that power as a Free action. This Epiphany can only be chosen once.
Instinctive Power: The Psion gains the ability to sustain one power (chosen at the time this Epiphany is selected) without penalty. This Epiphany can only be chosen once.
Masking: The Psion can hide his Psionic signature so that a Mage has a more difficult time assensing his ability. This Epiphany can be chosen multiple times.
Memory Displacement: A Psion with this Epiphany gains the Memory Displacement adept ability. The Psion in question must have one Telepathic Psi power
Multitasking: A Psion with this Epiphany gains the multitasking adept ability.
Speed of Thought: A Psion with this Epiphany has the ability to increase up his reaction speed. For each level of this ability the Psion gains the following: +1 to IP and +1 to Reaction. This ability is not cumulative with any cyberware, bioware, magical, or chemical augmentation. To gain access to this Epiphany the Psion must have the Multitasking and Instinctive Power Epiphanies. This Epiphany can only be taken three times.
Posted by: CanRay Jul 25 2011, 04:04 AM
I misread this and expected a .45 Automatic packing Mormon wrapped up in bandages.
Posted by: LostProxy Jul 25 2011, 04:06 AM
QUOTE (CanRay @ Jul 24 2011, 09:04 PM)

I misread this and expected a .45 Automatic packing Mormon wrapped up in bandages.
New character concept found. Stealing this for at the very least an episodic antagonist/protagonist. He'll switch between the two. But if I get the chance my PC.
Posted by: CanRay Jul 25 2011, 04:07 AM
QUOTE (CanRay @ Jul 24 2011, 11:04 PM)

I misread this and expected a .45 Automatic packing Mormon wrapped up in bandages.
QUOTE (LostProxy @ Jul 24 2011, 11:06 PM)

New character concept found. Stealing this for at the very least an episodic antagonist/protagonist. He'll switch between the two. But if I get the chance my PC.
Wish it was mine to steal.
Honestly, New Canaanites are the
*LAST* people you want to slam the door in the face of when they come to ask you if you've heard about the Church of Latterday Saints!
Posted by: LostProxy Jul 25 2011, 04:10 AM
Why are all the Mormons I know so peaceful. You guys get all the fun
Posted by: CanRay Jul 25 2011, 04:15 AM
QUOTE (LostProxy @ Jul 24 2011, 11:10 PM)

Why are all the Mormons I know so peaceful. You guys get all the fun

Fallout: New Vegas: Honest Hearts. The guy's name is Joshua Graham, but is called in whispered tones "The Burned Man" by Caesar's Legion. Their enemies, the New California Republic tried to kill him many times, with Snipers confirming headshots on him at, what is to them, short ranges. Yet he still lived.
He failed Caesar, was covered in pitch, lit on fire, and thrown into the Grand Canyon.
He not only survived, he crawled back to his home town and found forgiveness and the Lord once again.
All I can say is that seeing him in the game, his enemies just better pray he never runs out of bullets... The death is quicker and cleaner that way.
EDIT: John Browning, the infamous firearms designer whose weapons are still in modern military units today, was also a Mormon. They're peaceful, but do not push them as a people. Ever.
Posted by: LostProxy Jul 25 2011, 04:26 AM
Ohhh right. I still need to get that DLC. Now that's a vengeful character I wouldn't mind stealing as an NPC. Just reeks dystopia.
Posted by: Aerospider Jul 25 2011, 11:27 AM
QUOTE (Makki @ Jul 25 2011, 12:04 AM)

I don't think this works.
first, the spells don't fit the idea of a Psionic. Neither does the idea of setting things on fire. How does he explain this, if he believes Magic does not exist?
second, this guy has 10 dice for spells that are not combat spells.
he glitches on 1 1 x x x x x x x x, m math is not god right now, but the chance is awfully high. And glitch will never do something in your favor...
Probability of standard glitch = 50.2%
Probability of critical glitch = 1.3%
So about half the time something is gonna burn.
Posted by: Aerospider Jul 25 2011, 11:35 AM
QUOTE (KCKitsune @ Jul 25 2011, 03:48 AM)

Bushw4cker, I came up with rules for Psionics. I've attached them here for your (and everyone elses) viewing pleasure. If you prefer a more organized and readable format, then PM me.
Psionics in Shadowrun
Design PrinciplesWhen I went about designing these rules I wanted to make sure of three things:
1) These rules were fair, balanced, and not a Power Gamers dream come true.
2) The Psion archtype was something that players would want to play.
3) The rules for Psionics were in line with the rest of the Shadowrun Core gaming system.
If I fail in any of these three things then this just becomes another Fan-Wank munchkin “class”. I want to have something that will be fun to play. If I have failed in this then please email me at kckitsune@gmail.com, and let me know where there problems with these rules so we can discuss the problems and fix them.
Special Thanks to the following people for helping me with these rules: Paws2Sky, Tymeaus Jalynsfein, Ramorta and Kesendeja for their input and willingness to play test these rules.
Fluff explaination
[ Spoiler ]
Origin of Psionics
When the Sixth Age began, there was only one type of metaphysical power and that was Magic. Magic "explained" all of the weird and bizarre happenings that occurred during the Fifth Age. Then in 2064 with the "Crash of '64" metahumanity gained access to a second kind of "metaphysical" power. That was the power of virtuakinesis, or "Technomancy". People who can access the Matrix without using any equipment. Now in the Sixth Age a third kind of metaphysical power has manifested itself. That is the power of the Mind unleashed. It is better known as Psionics. Psionics is the ability to tap into the vast untapped powers of the metahuman mind
Psions are not as multi-faceted as a Mage though. They have a few abilities to begin with and can learn a few more by Transcending (more on the later). A Mage or Shaman on the other hand can learn new spells quite easily and gain metamagic techniques by Initiating. Mages pay a price for their versitility though. They are tied into the Gaia Sphere and if they are ever in an environment where the Mana Field drops below a certain point, then they are just like mundanes, or worse, their abilities can become a danger to themselves. A Psion on the other hand can use his abilities anywhere. It doesn't matter what the Mana Field is like, their abilities just work. The downside of this is that a Psion can not get a boost to their abilities by using Foci, "casting" in a High Mana area, or working their abilities in a Lodge.
Paths of Power
Psions group their abilities in what are know as Paths. Each Path is a unique discipline and there is no overlap. The Paths that a Psion can travel are Telepathy, Psychokinesis, Pyrokinesis, and Biomanipulation. These Paths have powers that are similar to Magic, and if someone was not wise to possibility of Psionics then they can be forgiven if they thought a Mage was in the area.
A regular Psion can only use Talents from one Path. A powerful Psion might possibly have Talents from two or more of the Paths. If a Psion is traveling on many Paths he will have a Major Path and Minor Paths. The Major Path is the first Path awakened in the Psion and most of his abilities come from that Path. Minor Paths make up the rest of his abilities and can from any other Path.
Crunch
[ Spoiler ]
Psionic powers are a 5/10 Positive Quality. For five points a Psion can have powers from one Path only. At ten points a Psion can have abilities from multiple Paths. The only limitation is that a Major Path must be selected and it can never change. At this point the Psion chooses his abilities. He gains one power for every point in Psi Rating. Psi Rating is purchases exactly like Magic and Resonance. For example, Freddie the Telepath has a Psi of 4, then he can chose 4 powers from Telepathy.
A Psion must have as many abilities from his Major Path as he does from all of his other Paths combines. For example: a Psion has Biomanipulation as his Major Path and a Psi Rating of 5, then 3 of his powers MUST come from the Biomanipulation Path. The other two abilities can come from the other Paths. This is true whenever a Psion increases his Psi Rating after he Transcends(more on this later on) and selects another Psi Power. In the example above, the Biomanipulator gains an extra point of Psi and now has a Psi Rating of 6 then 3 powers must come from Biomanipulation and 3 can come from the other Paths, but when he goes to Psi Rating of 7 then he must select a Biomanipulation Psi power.
When a Psion uses his abilities, he has to use his Psionic Strength (Psi Rating) and his knowledge in how to use each of his abilities (Psionic Skills), just like a Mage when he casts a spell (but use Psi Rating + Psi Skill instead). Psionic Skills are selected just like any other skills, but each Path requires it's own skill. Knowing how to use your Telepathy does nothing for you when you need to use Mental Grasp. Also, a Psion can not default for a Psionic Skill Test. Either the Psion knows how to use a Psionic ability, or he can't use it at all. Finally these skills are unique to each person so there is no possible way to encode a Skillsoft with how to use Psionic Skills, though a Psion can tutor another Psion in how to use his ability. The tutor must be of the same Path as student because just like Shamans make poor tutors for Hermetics, so to does a Telepath make a poor tutor for a Psychokinetic. A tutor who is a burned out Psion can still teach a new Psion how to use his abilities, but the above caveat must be fulfilled.
Psions are as affected by augmentation as Magicians and Technomancers. Their bodies require a certain balance and if that balance is thrown too far out of whack, then they will lose their Ability forever. This means that if a Psi loses 5.01 or more points of Essence, then he loses all Psi ability immediately. Transcending will do nothing if the Psion's body is too full of Metal and/or damaged.
Paths
Each Path has an inherent power that the Psion gets for free. The Psion only gets one inherent ability and that is from his Major Path. The only way to gain a second inherent ability is to Transcend and take Dual Path as one Transcendence ability. The inherent powers are listed below and only affect the Psion himself, and cause no Drain to the Psion. The reason there is no Drain is the powers in question are instinctive. Just a person breathes, so to does a Telepath shield his mind.
Telepaths have Mind Shield. This power gives the Telepath two extra dice to resist mental spells/psi powers. This power is always active and is a passive ability so someone assensing would not detect the Telepath shielding his mind.
Psychokinetics have Psi Armor. This power gives the Psychokinetic an psychokinetic field which imparts +2 Impact Armor. The Psychokinetic in question must either be in a fight or know that a fight is going to be taking place. If the Psychokinetic is surprised, then the Psi Armor is not active.
Pyrokinetics have a Flame Absorption field. This functions exactly like the Absorption Metamagic, but only applies to fire damage. This ability is always active, though if the Pryokinetic is surprised by an attack he can not channel that fire for his own purposes.
Biomanipulators have Bio Stabilization. This give the Biomanipulator their Psi Rating in bonus for any Healing test and gives them +2 dice to any toxin and disease resistance tests he has to take as he instinctively focuses his power inward. This power is always active because the Biomanipulator constantly and instinctively keeps his powers active on his own person. Mages need one less hit to determine a Psion is a Biomanipulator when the Psion is assensed.
Psionic Abilities
Psionic abilities mimic spells. While the source behind the effect is different, the effects are the same. Also some of the abilities have different names and while this may be confusing. The distinction is made so that both the GM and the player know that neither Mana fluctuations, or Mana-Tech affect his abilities. The spell that the ability mimics is listed below the major groupings.
Player and GM's please take note: A Psion can only have as many abilities equal to his Psi Rating. If for whatever reason his Psi Rating drops, then he loses the most recently gained Psionic power.
The mechanism for Psionic power usage mimics the mechanism used by Technomancers for their power usage and Fading. The reason for this mechanism is that the developers of Shadowrun have playtested these rules with Technomancers and have found them to be balanced.
Psionic Power Usage
The Psion chooses the Psionic power to use.
The Psion makes a power check roll of Psi Rating + Psionic Skill needed for the power
The successes needed for the Psionic power mimic the spell the Psionic power resembles.
"Drain" is resisted by a roll of Psi Rating + Willpower.
List of Psionic Powers
Telepathy
Major Abilities: Control Thoughts, Mob Mind, Alter Memory, Phantasm, Mind Blast (Stunball),Mind Probe
Minor Abilities: Detect Enemy, Mind Thrust (stunbolt), Mindlink, Analyze Truth, Confusion, Influence
Psychokinesis
Major Abilities: Control Actions, Animate, Physical Barrier, Psi Blast (Powerball), Armor, Levitate
Minor Abilities: Fling, Mental Grasp (Magic Fingers), Psibolt (clout), Lock, Bind, Deflection
Pyrokinesis
Major Abilities: Flame wall, Melt, Shape Fire, Ignite, Fireball, Alter Temperature
Minor Abilities: Flamethrower, Flame Aura, Thermographic Vision, Light, Detect Heat, Sterilize
Biomanipulation
Major Abilities: Rip the Man Body (manabolt), Cure Disease, Increase Reflexes, Decrease Reflexes, Increase Attribute, Decrease Attribute, Hibernate
Minor Abilities, Heal, Diagnose, Stabilize, Detox, Antidote, Alleviate Allergy.
More Crunch
[ Spoiler ]
Transcending
Psions can gain abilities in the same ways that a Mages and Technomancers do. The process is called Transcending. The process is similar to what Mages and Technomancers undergo for Initation and Submersion respectively, but with one important distinction: there are no groups for a Psion to join (as of yet, GM's can change this if they want) to make their Transcendence any easier. Also, there are some Ordeals that Psion's obviously can't do (such as summoning spirits)
A Psion who undergoes Transcendence achieves a greater understanding of his Psionic potential. Like Technomancers and Mages, when a Psion successfully gets a grade of Transcendence his natural maximum Psi Rating goes up one point.
As a Psion Transcends, he gains access to Epiphanies. Each Epiphany represents a new insight to Psionic abilities and changes how the Psion uses and relates to his powers. After each level of Transcendence, he gains access to the following Epiphanies:
Epiphanies
Astral Projection: A Psion must have the Mind Shield inherent ability to be able to get this Epiphany ability. If he does not then he can't separate his soul from his body. Telepathic abilities work in the Astral Plane, but the others don't. Also, the metaplanes are inaccessible to the Psion.
Astral Sight: A Psion with this Epiphany can see the Astral plane, and their Telepathic abilities can function there, but all other psionic powers do not.
Centering: This Epiphany power works exactly like the metamagic of the same name. It deals with the Drain caused by Psionic abilities.
Dual Path: A full Psion (10 pt version) with this Epiphany gains the inherent ability of a second Path. This Epiphany can only be chosen once, and is final. Also the Psion can choose Major powers from the second Path, though his Primary Path is still in effect for the numbers of Psi powers that must be from that Path. For example, Sarah the Telepath chooses to have Pyrokinesis as her second path. Telepathy will always be her primary Path and when she raises her Psi Rating to 7, then she must have 4 Psi powers from Telepathy, but she can now choose any Pyrokinetic power, not just the Minor ones.
Instant Activation: The Psion has trained so well with a non-offensive power (chosen at the time this Epiphany is selected, and can not be changed) that he can activate that power as a Free action. This Epiphany can only be chosen once.
Instinctive Power: The Psion gains the ability to sustain one power (chosen at the time this Epiphany is selected) without penalty. This Epiphany can only be chosen once.
Masking: The Psion can hide his Psionic signature so that a Mage has a more difficult time assensing his ability. This Epiphany can be chosen multiple times.
Memory Displacement: A Psion with this Epiphany gains the Memory Displacement adept ability. The Psion in question must have one Telepathic Psi power
Multitasking: A Psion with this Epiphany gains the multitasking adept ability.
Speed of Thought: A Psion with this Epiphany has the ability to increase up his reaction speed. For each level of this ability the Psion gains the following: +1 to IP and +1 to Reaction. This ability is not cumulative with any cyberware, bioware, magical, or chemical augmentation. To gain access to this Epiphany the Psion must have the Multitasking and Instinctive Power Epiphanies. This Epiphany can only be taken three times.
I really like this version of Psionics – making them more than a self-inihibited magician is something I've been meaning to have a go at myself.
I find it odd, though, how the element of fire always seems to gain special access to the world of psionics where the others don't. perhaps someone can correct me on this, but I can only assueme this has come about from external fiction conventions whereby a city threatened by a 'firebug', say, is more cinematically exciting than a psion who can manipulate air.
Any thoughts on having paths for the aquakinetcs, terrakinetics and aerokinetics?
Posted by: Bushw4cker Jul 25 2011, 11:53 AM
QUOTE (KCKitsune @ Jul 25 2011, 03:48 AM)

Bushw4cker, I came up with rules for Psionics. I've attached them here for your (and everyone elses) viewing pleasure. If you prefer a more organized and readable format, then PM me.
Psionics in Shadowrun
Design PrinciplesWhen I went about designing these rules I wanted to make sure of three things:
1) These rules were fair, balanced, and not a Power Gamers dream come true.
2) The Psion archtype was something that players would want to play.
3) The rules for Psionics were in line with the rest of the Shadowrun Core gaming system.
If I fail in any of these three things then this just becomes another Fan-Wank munchkin “class”. I want to have something that will be fun to play. If I have failed in this then please email me at kckitsune@gmail.com, and let me know where there problems with these rules so we can discuss the problems and fix them.
Special Thanks to the following people for helping me with these rules: Paws2Sky, Tymeaus Jalynsfein, Ramorta and Kesendeja for their input and willingness to play test these rules.
Fluff explaination
[ Spoiler ]
Origin of Psionics
When the Sixth Age began, there was only one type of metaphysical power and that was Magic. Magic "explained" all of the weird and bizarre happenings that occurred during the Fifth Age. Then in 2064 with the "Crash of '64" metahumanity gained access to a second kind of "metaphysical" power. That was the power of virtuakinesis, or "Technomancy". People who can access the Matrix without using any equipment. Now in the Sixth Age a third kind of metaphysical power has manifested itself. That is the power of the Mind unleashed. It is better known as Psionics. Psionics is the ability to tap into the vast untapped powers of the metahuman mind
Psions are not as multi-faceted as a Mage though. They have a few abilities to begin with and can learn a few more by Transcending (more on the later). A Mage or Shaman on the other hand can learn new spells quite easily and gain metamagic techniques by Initiating. Mages pay a price for their versitility though. They are tied into the Gaia Sphere and if they are ever in an environment where the Mana Field drops below a certain point, then they are just like mundanes, or worse, their abilities can become a danger to themselves. A Psion on the other hand can use his abilities anywhere. It doesn't matter what the Mana Field is like, their abilities just work. The downside of this is that a Psion can not get a boost to their abilities by using Foci, "casting" in a High Mana area, or working their abilities in a Lodge.
Paths of Power
Psions group their abilities in what are know as Paths. Each Path is a unique discipline and there is no overlap. The Paths that a Psion can travel are Telepathy, Psychokinesis, Pyrokinesis, and Biomanipulation. These Paths have powers that are similar to Magic, and if someone was not wise to possibility of Psionics then they can be forgiven if they thought a Mage was in the area.
A regular Psion can only use Talents from one Path. A powerful Psion might possibly have Talents from two or more of the Paths. If a Psion is traveling on many Paths he will have a Major Path and Minor Paths. The Major Path is the first Path awakened in the Psion and most of his abilities come from that Path. Minor Paths make up the rest of his abilities and can from any other Path.
Crunch
[ Spoiler ]
Psionic powers are a 5/10 Positive Quality. For five points a Psion can have powers from one Path only. At ten points a Psion can have abilities from multiple Paths. The only limitation is that a Major Path must be selected and it can never change. At this point the Psion chooses his abilities. He gains one power for every point in Psi Rating. Psi Rating is purchases exactly like Magic and Resonance. For example, Freddie the Telepath has a Psi of 4, then he can chose 4 powers from Telepathy.
A Psion must have as many abilities from his Major Path as he does from all of his other Paths combines. For example: a Psion has Biomanipulation as his Major Path and a Psi Rating of 5, then 3 of his powers MUST come from the Biomanipulation Path. The other two abilities can come from the other Paths. This is true whenever a Psion increases his Psi Rating after he Transcends(more on this later on) and selects another Psi Power. In the example above, the Biomanipulator gains an extra point of Psi and now has a Psi Rating of 6 then 3 powers must come from Biomanipulation and 3 can come from the other Paths, but when he goes to Psi Rating of 7 then he must select a Biomanipulation Psi power.
When a Psion uses his abilities, he has to use his Psionic Strength (Psi Rating) and his knowledge in how to use each of his abilities (Psionic Skills), just like a Mage when he casts a spell (but use Psi Rating + Psi Skill instead). Psionic Skills are selected just like any other skills, but each Path requires it's own skill. Knowing how to use your Telepathy does nothing for you when you need to use Mental Grasp. Also, a Psion can not default for a Psionic Skill Test. Either the Psion knows how to use a Psionic ability, or he can't use it at all. Finally these skills are unique to each person so there is no possible way to encode a Skillsoft with how to use Psionic Skills, though a Psion can tutor another Psion in how to use his ability. The tutor must be of the same Path as student because just like Shamans make poor tutors for Hermetics, so to does a Telepath make a poor tutor for a Psychokinetic. A tutor who is a burned out Psion can still teach a new Psion how to use his abilities, but the above caveat must be fulfilled.
Psions are as affected by augmentation as Magicians and Technomancers. Their bodies require a certain balance and if that balance is thrown too far out of whack, then they will lose their Ability forever. This means that if a Psi loses 5.01 or more points of Essence, then he loses all Psi ability immediately. Transcending will do nothing if the Psion's body is too full of Metal and/or damaged.
Paths
Each Path has an inherent power that the Psion gets for free. The Psion only gets one inherent ability and that is from his Major Path. The only way to gain a second inherent ability is to Transcend and take Dual Path as one Transcendence ability. The inherent powers are listed below and only affect the Psion himself, and cause no Drain to the Psion. The reason there is no Drain is the powers in question are instinctive. Just a person breathes, so to does a Telepath shield his mind.
Telepaths have Mind Shield. This power gives the Telepath two extra dice to resist mental spells/psi powers. This power is always active and is a passive ability so someone assensing would not detect the Telepath shielding his mind.
Psychokinetics have Psi Armor. This power gives the Psychokinetic an psychokinetic field which imparts +2 Impact Armor. The Psychokinetic in question must either be in a fight or know that a fight is going to be taking place. If the Psychokinetic is surprised, then the Psi Armor is not active.
Pyrokinetics have a Flame Absorption field. This functions exactly like the Absorption Metamagic, but only applies to fire damage. This ability is always active, though if the Pryokinetic is surprised by an attack he can not channel that fire for his own purposes.
Biomanipulators have Bio Stabilization. This give the Biomanipulator their Psi Rating in bonus for any Healing test and gives them +2 dice to any toxin and disease resistance tests he has to take as he instinctively focuses his power inward. This power is always active because the Biomanipulator constantly and instinctively keeps his powers active on his own person. Mages need one less hit to determine a Psion is a Biomanipulator when the Psion is assensed.
Psionic Abilities
Psionic abilities mimic spells. While the source behind the effect is different, the effects are the same. Also some of the abilities have different names and while this may be confusing. The distinction is made so that both the GM and the player know that neither Mana fluctuations, or Mana-Tech affect his abilities. The spell that the ability mimics is listed below the major groupings.
Player and GM's please take note: A Psion can only have as many abilities equal to his Psi Rating. If for whatever reason his Psi Rating drops, then he loses the most recently gained Psionic power.
The mechanism for Psionic power usage mimics the mechanism used by Technomancers for their power usage and Fading. The reason for this mechanism is that the developers of Shadowrun have playtested these rules with Technomancers and have found them to be balanced.
Psionic Power Usage
The Psion chooses the Psionic power to use.
The Psion makes a power check roll of Psi Rating + Psionic Skill needed for the power
The successes needed for the Psionic power mimic the spell the Psionic power resembles.
"Drain" is resisted by a roll of Psi Rating + Willpower.
List of Psionic Powers
Telepathy
Major Abilities: Control Thoughts, Mob Mind, Alter Memory, Phantasm, Mind Blast (Stunball),Mind Probe
Minor Abilities: Detect Enemy, Mind Thrust (stunbolt), Mindlink, Analyze Truth, Confusion, Influence
Psychokinesis
Major Abilities: Control Actions, Animate, Physical Barrier, Psi Blast (Powerball), Armor, Levitate
Minor Abilities: Fling, Mental Grasp (Magic Fingers), Psibolt (clout), Lock, Bind, Deflection
Pyrokinesis
Major Abilities: Flame wall, Melt, Shape Fire, Ignite, Fireball, Alter Temperature
Minor Abilities: Flamethrower, Flame Aura, Thermographic Vision, Light, Detect Heat, Sterilize
Biomanipulation
Major Abilities: Rip the Man Body (manabolt), Cure Disease, Increase Reflexes, Decrease Reflexes, Increase Attribute, Decrease Attribute, Hibernate
Minor Abilities, Heal, Diagnose, Stabilize, Detox, Antidote, Alleviate Allergy.
More Crunch
[ Spoiler ]
Transcending
Psions can gain abilities in the same ways that a Mages and Technomancers do. The process is called Transcending. The process is similar to what Mages and Technomancers undergo for Initation and Submersion respectively, but with one important distinction: there are no groups for a Psion to join (as of yet, GM's can change this if they want) to make their Transcendence any easier. Also, there are some Ordeals that Psion's obviously can't do (such as summoning spirits)
A Psion who undergoes Transcendence achieves a greater understanding of his Psionic potential. Like Technomancers and Mages, when a Psion successfully gets a grade of Transcendence his natural maximum Psi Rating goes up one point.
As a Psion Transcends, he gains access to Epiphanies. Each Epiphany represents a new insight to Psionic abilities and changes how the Psion uses and relates to his powers. After each level of Transcendence, he gains access to the following Epiphanies:
Epiphanies
Astral Projection: A Psion must have the Mind Shield inherent ability to be able to get this Epiphany ability. If he does not then he can't separate his soul from his body. Telepathic abilities work in the Astral Plane, but the others don't. Also, the metaplanes are inaccessible to the Psion.
Astral Sight: A Psion with this Epiphany can see the Astral plane, and their Telepathic abilities can function there, but all other psionic powers do not.
Centering: This Epiphany power works exactly like the metamagic of the same name. It deals with the Drain caused by Psionic abilities.
Dual Path: A full Psion (10 pt version) with this Epiphany gains the inherent ability of a second Path. This Epiphany can only be chosen once, and is final. Also the Psion can choose Major powers from the second Path, though his Primary Path is still in effect for the numbers of Psi powers that must be from that Path. For example, Sarah the Telepath chooses to have Pyrokinesis as her second path. Telepathy will always be her primary Path and when she raises her Psi Rating to 7, then she must have 4 Psi powers from Telepathy, but she can now choose any Pyrokinetic power, not just the Minor ones.
Instant Activation: The Psion has trained so well with a non-offensive power (chosen at the time this Epiphany is selected, and can not be changed) that he can activate that power as a Free action. This Epiphany can only be chosen once.
Instinctive Power: The Psion gains the ability to sustain one power (chosen at the time this Epiphany is selected) without penalty. This Epiphany can only be chosen once.
Masking: The Psion can hide his Psionic signature so that a Mage has a more difficult time assensing his ability. This Epiphany can be chosen multiple times.
Memory Displacement: A Psion with this Epiphany gains the Memory Displacement adept ability. The Psion in question must have one Telepathic Psi power
Multitasking: A Psion with this Epiphany gains the multitasking adept ability.
Speed of Thought: A Psion with this Epiphany has the ability to increase up his reaction speed. For each level of this ability the Psion gains the following: +1 to IP and +1 to Reaction. This ability is not cumulative with any cyberware, bioware, magical, or chemical augmentation. To gain access to this Epiphany the Psion must have the Multitasking and Instinctive Power Epiphanies. This Epiphany can only be taken three times.
Interesting, so no thought forms (Spirits)?
Posted by: HunterHerne Jul 25 2011, 12:01 PM
QUOTE (Aerospider @ Jul 25 2011, 08:35 AM)

I really like this version of Psionics – making them more than a self-inihibited magician is something I've been meaning to have a go at myself.
I find it odd, though, how the element of fire always seems to gain special access to the world of psionics where the others don't. perhaps someone can correct me on this, but I can only assueme this has come about from external fiction conventions whereby a city threatened by a 'firebug', say, is more cinematically exciting than a psion who can manipulate air.
Any thoughts on having paths for the aquakinetcs, terrakinetics and aerokinetics?
The "firebug" is defenitely more cinematic, but I would be more afraid of some of the others. Having a fire-hose constantly hitting you without ever letting up is a frightful concept to me. As is being crushed by the air pressure, or having a spike of bedrock suddenly impale me. Even worse since theydon't naturally die down, and are readily available to almost everyone.
Other kinesis are equally as dangerous.
Photokinetic- someone who can control photons; literally making lasers out of ambient light.
Vitakinesis- able to interfer with the flow of life directly; cancer anyone?
Cryokinesis- the ability to lower temperatures to the freezing point and beyond; frost bite in the desert
would really suck
Electrokinesis- firing off lightningbolts and increasing static charges is always fun
There are lots others, but these are some of the more common non-fire ones.
Posted by: Tanegar Jul 25 2011, 04:32 PM
If you can find a copy of Trinity (or Aeon, as it was originally known), it presents a wide variety of psionic disciplines. At least one (teleportation) is out of bounds for Shadowrun, but there are excellent ideas in there for almost any other type of psychic character.
Posted by: KCKitsune Jul 25 2011, 04:33 PM
QUOTE (Aerospider @ Jul 25 2011, 06:35 AM)

I really like this version of Psionics – making them more than a self-inihibited magician is something I've been meaning to have a go at myself.
Thank you Aero. That was what I was shooting for.
QUOTE (Aerospider @ Jul 25 2011, 06:35 AM)

Any thoughts on having paths for the aquakinetcs, terrakinetics and aerokinetics?
I understand what you're asking, but I only wanted to use those Paths, because otherwise these guys become "Mage lite", rather than something unique. If you want to play with these rules and add in an Aqua or Terrakinetic, then by all means. It would be your game. If you do so, could you please PM on how it went? Like I said in my post, I want my rule set to be playable, fun, balanced, and not a "I WIN AT SHADOWRUN!!!!" button.
QUOTE (Bushw4cker @ Jul 25 2011, 06:53 AM)

Interesting, so no thought forms (Spirits)?
Nope. These guys are NOT mages. You want to summon spirits, play an Awakened.
QUOTE (Tanegar @ Jul 25 2011, 11:32 AM)

If you can find a copy of Trinity (or Aeon, as it was originally known), it presents a wide variety of psionic disciplines. At least one (teleportation) is out of bounds for Shadowrun, but there are excellent ideas in there for almost any other type of psychic character.
I think the hard rule on Teleportation is bullshit. I mean, JK fraking Rowling came up with a PERFECT way to deal with teleportation, and that was with Wards. You know that you can't teleport into or out of Hogwarts?
I understand why they didn't do it because it would break the game, but it's not that hard to plug that hole. If I didn't have a Microbiology test coming up in 5 hours, I would go over them.
Posted by: LurkerOutThere Jul 25 2011, 05:45 PM
I think people are needlessly limiting the concept of Psionics, personally the belief that all magic is psionics and figuring out how to duplicate spell effects through use of your mind seems like a valid approach. There is already enough popular culture refrences to pyrockinetics that it should be a valid discipline. THe actual problems with the mechanical issues are for you to resolve with your GM. If this is an NPC then the fix is realitively easy. If this is a GM PC you should scrap the concept now and start over.
Posted by: Tanegar Jul 25 2011, 06:07 PM
QUOTE (KCKitsune @ Jul 25 2011, 12:33 PM)

I think the hard rule on Teleportation is bullshit. I mean, JK fraking Rowling came up with a PERFECT way to deal with teleportation, and that was with Wards. You know that you can't teleport into or out of Hogwarts?
That works in the Potterverse because virtually everyone we meet is a wizard. Allowing teleportation in Shadowrun only serves to make magicians even more godly than they already are. Unless you want every building in every city in every country to be warded (i.e., full-time employment for a number of magicians several times larger than the total canon Awakened population of the world), you can't allow teleportation. If you want to depart radically from canon in your game, by all means do so, just be aware that you are no longer playing Shadowrun.
Posted by: Tymeaus Jalynsfein Jul 25 2011, 06:16 PM
QUOTE (KCKitsune @ Jul 25 2011, 09:33 AM)

I think the hard rule on Teleportation is bullshit. I mean, JK fraking Rowling came up with a PERFECT way to deal with teleportation, and that was with Wards. You know that you can't teleport into or out of Hogwarts?
Well, You do know that Dobby and Dumbledore have done so right?
Posted by: KCKitsune Jul 25 2011, 07:07 PM
Taking a break before going back to study...
QUOTE (Tymeaus Jalynsfein @ Jul 25 2011, 01:16 PM)

Well, You do know that Dobby and Dumbledore have done so right?
Dobby: yes,
Dumbledore: nope. That was Fawkes the phoenix, taking Dumbledore for a ride.
It seems only human wand wavers can't teleport into or out of Hogwarts. The House Elves might have received special exemption from the Wards, and the Phoenix might have been too powerful for the Wards to contain.
@Tanegar: Yeah, I know, that was the reason I said it would break the game. Also, like I said, I think I can come up with a way to plug that hole.
@LurkerOutThere: Psionics as a force of reality in the Shadowrun world was introduced with Technomancers. Their powers work in space & in Mana warps/voids. They can use their abilities to move as fast as an Adept who spent a large number of power points (therefore Magic). My rules for Psionics keeps a Psion limited (like a Technomancer), but still would be fun to play.
Posted by: Aerospider Jul 25 2011, 07:10 PM
QUOTE (Tanegar @ Jul 25 2011, 05:32 PM)

If you can find a copy of Trinity (or Aeon, as it was originally known), it presents a wide variety of psionic disciplines. At least one (teleportation) is out of bounds for Shadowrun, but there are excellent ideas in there for almost any other type of psychic character.
I can also recommend Necroscope (books by Brian Lumley, RPG by West End Games (possibly out of print)) for a good range of ESP talents.
Posted by: Tymeaus Jalynsfein Jul 25 2011, 07:43 PM
QUOTE (KCKitsune @ Jul 25 2011, 01:07 PM)

Taking a break before going back to study...
Dobby: yes,
Dumbledore: nope. That was Fawkes the phoenix, taking Dumbledore for a ride.
Can't remember the Book (going to go re-read them here soon), but in the 6th Movie, Dumbledore did so without the need for Fawkes, and he took Harry through, both ways, with him.
Posted by: LurkerOutThere Jul 25 2011, 08:21 PM
QUOTE (KCKitsune @ Jul 25 2011, 01:07 PM)

@LurkerOutThere: Psionics as a force of reality in the Shadowrun world was introduced with Technomancers. Their powers work in space & in Mana warps/voids. They can use their abilities to move as fast as an Adept who spent a large number of power points (therefore Magic). My rules for Psionics keeps a Psion limited (like a Technomancer), but still would be fun to play.
Technomancers are not psionics. While it has been hinted in some NPC fluff that psionic ability might function in space no hard rules have been presented otherwise. In fact it could all be propganda or just an example of a really powerfull magic user operating in spite of the mana warps/voids.
Giving mages teleporting abilities, as someone else said doesn't follow any definition of limited.
Posted by: KCKitsune Jul 25 2011, 11:42 PM
QUOTE (LurkerOutThere @ Jul 25 2011, 03:21 PM)

Technomancers are not psionics. While it has been hinted in some NPC fluff that psionic ability might function in space no hard rules have been presented otherwise. In fact it could all be propganda or just an example of a really powerfull magic user operating in spite of the mana warps/voids.
OK Lurker... how does a Technomancers abilities work? I know that a Technomancer's abilities work in space because otherwise it would have been in the rulebook... just like it has for the Awakened.
QUOTE (LurkerOutThere @ Jul 25 2011, 03:21 PM)

Giving mages teleporting abilities, as someone else said doesn't follow any definition of limited.
Disallowing teleportation is just a game balancing mechanism. I'll drop the whole line of thought though. It's not worth getting into an argument.
Posted by: Marvelous Marvin Jul 26 2011, 12:53 AM
Hmm, I find it funny that no one has caught on to the cybereyes problem.
No line of sight, thus he can only cast touch spells.
Posted by: CanRay Jul 26 2011, 01:22 AM
If you pay for Cyberoptics with Essence, you can cast spells with what you see through them, as long as they're connected to your head.
Posted by: Tanegar Jul 26 2011, 05:53 AM
QUOTE (KCKitsune @ Jul 25 2011, 06:42 PM)

OK Lurker... how does a Technomancers abilities work? I know that a Technomancer's abilities work in space because otherwise it would have been in the rulebook... just like it has for the Awakened.
Disallowing teleportation is just a game balancing mechanism. I'll drop the whole line of thought though. It's not worth getting into an argument.
Technomancers get their powers from Resonance, as is explained in the book. The actual nature of Resonance is up for debate, but we know it isn't a psychic phenomenon.
Posted by: LurkerOutThere Jul 26 2011, 06:10 AM
QUOTE (KCKitsune @ Jul 25 2011, 06:42 PM)

OK Lurker... how does a Technomancers abilities work? I know that a Technomancer's abilities work in space because otherwise it would have been in the rulebook... just like it has for the Awakened.
Yes but once again, their is magic and there is technomancy and they are two different animals. Psionics is not technomancy psionics is one tradition of magic that there has been some fluff rumors that it works in space. Completely unrelated nothing about space affects technomancy. But nothing about space affects a stun baton. By your logic train a stun baton is therefore psionics because it works in space.
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