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> The Burning Man, Psionic Character
Aerospider
post Jul 25 2011, 11:27 AM
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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.
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Aerospider
post Jul 25 2011, 11:35 AM
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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 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 ]



Crunch
[ Spoiler ]



More Crunch
[ Spoiler ]

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?
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Bushw4cker
post Jul 25 2011, 11:53 AM
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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 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 ]



Crunch
[ Spoiler ]



More Crunch
[ Spoiler ]


Interesting, so no thought forms (Spirits)?
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HunterHerne
post Jul 25 2011, 12:01 PM
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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.
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Tanegar
post Jul 25 2011, 04:32 PM
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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.
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KCKitsune
post Jul 25 2011, 04:33 PM
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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.
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LurkerOutThere
post Jul 25 2011, 05:45 PM
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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.
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Tanegar
post Jul 25 2011, 06:07 PM
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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.
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Tymeaus Jalynsfe...
post Jul 25 2011, 06:16 PM
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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?
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KCKitsune
post Jul 25 2011, 07:07 PM
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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.
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Aerospider
post Jul 25 2011, 07:10 PM
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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.
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Tymeaus Jalynsfe...
post Jul 25 2011, 07:43 PM
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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.

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LurkerOutThere
post Jul 25 2011, 08:21 PM
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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.
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KCKitsune
post Jul 25 2011, 11:42 PM
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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.
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Marvelous Marvin
post Jul 26 2011, 12:53 AM
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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.
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CanRay
post Jul 26 2011, 01:22 AM
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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.
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Tanegar
post Jul 26 2011, 05:53 AM
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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.
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LurkerOutThere
post Jul 26 2011, 06:10 AM
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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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