QUOTE (Krule @ Sep 15 2008, 12:58 AM)

KCKitsune: I have no problem with you posting anything you like in this particular thread, as long as it's along the lines being discussed.
OK, Here are the rules that I created for Psionics in Shadowrun. I got Paws2Sky to proof read them and do a reality check on them.
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Psionic Powers in Shadowrun
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 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. 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.
Rules
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 choses 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 (more on this later on) and selects another Psi Power. In the example above, the Biomanipulator Transcends one level and has a Psi of 6 then 3 powers must come from Biomanipulation and 3 can come from the other Paths.
When a Psion uses his abilties, he has to use his Psionic Strength (Psi Rating) and his knowledge in how to use each of his abilties (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 Magic Fingers. 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 way to encode a Skillsoft with how to use Psionic Skills, though a Psion can tutor another Psion in how to use his ability.
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 a power associated with that a Psion gets for free. This power is from the Major Path only (no getting two Free Powers).
Since a great system for balancing out "cool stuff" with what it costs to toss it is already exists in Shadowrun, I'll be using it for Psions. Drain works exactly like it does for a Magician and each power is exactly like the magic spell (except when noted), it's just that it is Psionic energy and not Mana energy that is powering it. A Psion resists drain using Psi Rating + Willpower. This mechanism mimics a Technomancer and their complex forms.
Telepathy: The Telepath gains the automatic ability of Multi-Tasking. Multi-Tasking works exactly like the Physical Adept power of the same name.
Powers:
Mind Bolt: Same as a Stun Bolt
Detect Enemy
Mind Shield: This power gives a Psion two extra dice to resist mental spells/psi powers. It is always on and does not cause Drain. This only affects the Psion himself.
Mind Probe
Mindlink
Analyse Truth
Phantasm
Confusion
Influence
Psychokinesis: A Psychokinetic is more efficient when using Magic Fingers than a non-Psychokinetic and only suffers F/2 Drain for using Magic Fingers.
Powers:
Physical Barrier
Levitate
Magic Fingers: Even though it's called Magic Fingers, it is still Psionic in nature.
Psibolt: This is the same as Powerbolt.
Blast
Lock
Bind
Deflection
Poltergeist
Pyrokinesis: a Pyrokinetic gains Psi Rating + 2 levels of Fire Resistance. This works exactly like the Fire Resistance Armor Upgrade.
Powers:
Fireball
Flamethrower
Ignite
Flame wall
Flame Aura
Alter Temperature: This works by the Pyrokinetic adding or taking away heat.
Thermographic Vision
Shape Fire
Sterilize: This uses a micro amount of fire to achieve its affects.
Biomanipulation: a Biomanipulator gains an extra two dice to any healing and toxin/disease resistance tests he takes. This is automatic as the Psion instinctively focuses his power inward to keep himself healthy.
Powers:
Heal
Cure Disease
Increase Reflexes
Stabilize
Detox
Hibernate
Antidote
Death Touch
Alleviate Addiction
Transcending
Psions can gain abilities in the same ways that a Mages and Technomancers do. The process is called Transcending. 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. He also gets the ability to choose either a new power or one of the following Met-Psi powers (called Memes by Psions):
Instinctive Power: The Psion gains the ability to sustain one power (chosen at the time this Meme is selected) without penalty.
Reflexive Power: The Psion has trained so well with a power (chosen at the time this Meme is selected) that he can activate that power as a Free action.
Masking: The Psion can hide his Psionic signature so that a Mage can't Assense his ability. Works like the meta-magic ability.
Centering: This Meta-Psi power works exactly like the meta-magic ability,
Astral Projection: A Psion must have Mind Shield to be able to get this Meme. 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.
For a Psion to undergo Transcendence, he has to undergo a process similar to Mages and Technomancers, 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)