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.