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Message no. 1
From: Brian Angliss <angliss@******.PSU.EDU>
Subject: My GURPS to ShadowRun Psionics System
Date: Wed, 14 Apr 1993 14:24:24 -0400
Here it is. Finally. As a note that I forgot to input into the actual file
Psionics works in Space(orbit), unlike Magic(for most of your games anyway...)

Finally, here it comes. My Psionics post. What follows are my rules for
running psionics in my game. As usual, any additional information that you wish
to tell me is up to you. Have fun.



Psionics in ShadowRun(II)


A psionics is a human or metahuman who has the ability to perform
various unusual skills or has strange abilities not readily categorized as magic
and not duplicable by technology(not yet, anyway). They are actually mental
adepts, people who train their fantastic willpower to be able to alter the very
fabric of space and Astral by sheer force of will. Psionics are very rare and
it is unlikely that any true psionic will voluntarily reveal him/herself to be
such, as psionics are hunted and feared by everyone for being mutants. Many
psionics have severely unbalanced minds and are potentially dangerous. But
others, who were lucky enough to have avoided extreme mental trauma, are
relatively normal.

Psionics Priorities and requirements:

C: Magic(Human Psionic)
D: Magic(Metahuman Psionic)

In addition to the priority levels above, the psionic MUST have a
Willpower of 6 and an Intelligence minimum of 4. Anyone can be a psionic, but
you must declare your desire to be one before making the character. Psionic
ability is independent of your Essence so you can be a Street Samurai with an
Essence of .1 and be a Psionic. However, you cannot be a magician and a
psionic, as channeling astral energy through you inexorably alters your mind
against FORCING its power to create effects. It is really a psychological
thing, but it is permanent.

Psi points:
These are points that you get to "expend" in purchasing various psi
abilities. Most of the powers are based off your willpower.
Psi Points= (Willpower)+(Intelligence)+(Charisma/2) for an average of
around 10-13 points that are spent on abilities.

Special advantages of Psionics:
Besides the abilities of a psionic, he or she can raise their willpower
rating 2 points above Racial Maximim, or up to a 6 for Trolls. Psionics get a
special kind of focus called "Catalyst Creatures," but there is more on them
later.

Psionic Ablilities and Psi Point cost:
Astral Perception: this is your run of the mill astral perception that
any full magician can do easily.
Point cost: 2
Astral Projection: this is simple astral projection, but with a change.
The maximum amount of time that the psionic can stay in Astral Space is
Essence+Willpower in hours instead of just Essence hours. Astral attributes
don't change at all from normal.
Point Cost: 3(grants Astral Perception too)
Aural Masking: this is the ability of the psionic to mask his/her aura
at an effective Willpower "Initiate" level. This is the base, and any Psionic
initiations after add their level to this base. This makes the psionic well
hidden to any normal mage and to most but the most powerful initiates.
Point cost: 4
Mind Over Body: the psionic gets several advantages from this ability.
They get a -1Box on all stun damage at all times. When it is actively
performed, this ability gets (1.5xWillpower) dice to resist stun damage instead
of the base Willpower. It has no drain.
Point cost: 1
Mind Shield: the psionic gets an effective armor of his/her Willpower
against all mental attacks, Psi or Magical, when raised. However, the maximum
time that it can remain raised is (Willpower)minutes and the drain every minute
for holding it is (Willpower)M.
Point Cost: 1
Heal: remarkably similar to the spell Heal, this ability is powerful
and doesn't suffer the one-use per wound limitation of the spell. The target
numbers for healing this spell are 2 for a L wound, 4 for a M wound, 6 for a S
wound, and 8 for a D wound. Every success reduces damage by one box, and the
drain is (Target's wound Target from above)(Target's Wound Level).
Point cost: 3
Immunity to Pathogens: this grants the psionic his/her Willpower in
"armor" to resist all pathogens, unless they are specifically designed to attack
psioncs and psi energy. It is unconscious, meaning it works all the time.
Point cost: 4
Immunity to Toxins: this is just like Immunity to Pathogens, but also
works against toxins specifically designed to degrade/enhance psi. However,
there are toxins that may or may not be affected(see GM).
Point cost: 5
Body Control: this ability allows the psionic to unconsciously resist
all environmental extremes, like fire/heat, ice/cold, acid, etc. This acts like
armor(willpower rating) against these types of attacks.
Point cost: 3
Illusion: this is the ability of the psionic to make a limited area,
full sensory illusion. Maximum area of effect is (Willx5)m radius and the
maximum time of maintainence is (Will)minutes. Drain is (Area affected)S per
minute.
Point cost: 1
Mirrors: this lets the psionic generate real time illusions of
him/herself up to Will number of reflections. This causes the first attack to
miss automatically, and all other attacks are at +3 TN to hit. However, the
psionic's associates are under this same target modifier to NOT hit him/her.
Drain is (Will)M per combat turn, but the ability can be maintained as long as
drain is resisted.
Point cost: 2
Cloak: this gives the psionic the ability to mask him/herself by
bending light around their physical body, much like a bandersnatch does. The
additional target modification is +(Willpower)TN to any attacker/observer.
Sound, smell, and emitted thermo raditation are not affected. It also grants
the psionic limited armor(Will/2) to resist energy attacks, like lasers. Drain
is (Will)S per combat turn if in combat and the same every 10 seconds normal
time.
Point cost: 4
Beam Projection: this is a channeling of EM energy into a coherent beam
to do damage. Armor to resist is at 1/2 impact or use something like a cyborg's
energy armor. Damage is (Will.+Init. Grade)S, and the drain is (Will)S.
Point cost: 5
Jolt: the psionic has the ability to do electrical stun damage to the
tune of (Will)S stun on touch. No drain.
Point cost: 2
Lightining: the psionic can do (Will)S physical and (Will+2)D stun for
each charge emitted. Range is sight. Any metal(like a knife or a gun) causes a
+2 TN to resist damage due to burning effects. It may also ignite flammable
materials on the target, like grenades and clothing. Drain is (Will)S.
Point cost: 5(includes jolt ability)
Surge: this is the ability to damage electrical devices with power
spikes. Damage is (Will+Init. Grade) 'barrier' to the electronics of the device
only. This is somewhat nebulous, so use the GM's judgement. Drain is (Will)L.
Point cost: 3
Confuse: with this the psionic can jumble the electrical currents in a
brain, adding (Will+Init. Grade) to ALL target numbers. If this exceeds the
target's (Will+Int+Chr/2) in total attributes, the confusion becomes permanent
until Karma is spent to reduce it at 1 Good Karma per +1 TN modifier. It costs
no drain, but must be maintained.
Point cost: 3
CyberPsi: this grants the psionic the ability to access/scramble/read/
control all electrical devices that he/she touches. Concentration must be
maintained at a +1 TN, and a drain of(Will)S per 10 seconds(minimum of 1 test
per use). This does include cyberdecks.
Point cost: 5
Sensory Expansion: this is a full sensory expansion, including the psi
equilivant of Amplified hearing, Damped hearing, Optical Magnification 1,
Olfactory Booster, Low-Light sight, Thermographic vision, High and Low Frequency
hearing, and a Select sound filter at a rating of (Willpower). It is all
unconscious and has no drain.
Point cost: 4
Danger Sense: this is the ability of the psionic to know when he or she
is in danger, or when danger is around. It is unconscious and allows a
perception test at -2 TN when in dangerous situation, but works only for the
psionic.
Point cost: 3
Seeker Sense: while concentrating, this skill lets the psionic track an
object or person. Max range is Willx10km, accuracy is ot +/- 5 meters, but if
the target leaves this maximum range, the tracking is broken. The person/object
to be tracked must be seen to initiate tracking. It has no drain.
Point cost: 4
Combat Sense: this allows the psionic to add his/her willpower to
his/her combat pool at all times. No drain.
Point cost: 5
Precognition: this ability is literally to see, with blanks and holes,
the immediate future up to the psionic's Willpower in days. This is limited due
to the ability of intelligent beings to alter their own destiny. The more karma
or threat rating or Professional rating points the observed persons in the
vision have, the less certain the precognition is. It must be maintained for a
number of minutes equal to the number of days the psionic is looking ahead, and
the drain is (Willpower+# of days seen)D.
Point cost: 7
Telekinesis: the psionic can pick up and move (Will+grade)x5 objects
and (Will+grade)x50 kg total. If uses for weapon purposes, the damage is
(Will+(mass of object/10))M physical crushing damage. Drain is (Will)M per
turn/action.
Point cost: 3
Cryokineses: this is the ability of the psionic to drastically cool a
target. If living, the target suffers a (Will)M freezing damage and a possible
gangrenous infection upon thawing. Nonliving targets temporarily lose (Will)
barrier rating due to brittleness. Drain is (Will)M.
Point cost: 4
Pyrokinesis: the psionic can heat/ignite a target for (Will)S burn
damage, or temporarily reduce the rating of barriers by (Will+grade). It also
ignites flammable targets, but cannot generate explosions and such as this skill
heats the entire target, not a part of it. Drain is (WIll)S.
Point cost: 5
Ice Air: this is the ability to freeze the air around the psionic and
has two very spectacular effects. It can provide a sheild at an additional
(Will+grade)/2 armor vs impact/ballistic/heat/beam damage from the front only.
It can also create an Ice missile that does (Will+grade)M and is at -2 ballistic
armor. Drain is (Will)S.
Point cost: 5
Pykinetic Sheild: this is the rapid heating of an incoming projectile
or bladed object, making it softer and reducing its damage by -1 Power and -1
Damage code. Ceramics and similar objects(like Dikote) are not affected.
Bullets, blades, arrows, and the like are affected. Drain is (Will)S every 3
seconds.
Point cost: 6
Telempathy: this allows the psionic to receive emotions from all
unshielded/blocked targets. It also lets him/her send emotions to up to his/her
(Willpower)# of targets at a (Target's Willpower)M drain.
Point cost: 3
Telesence: this is the ablility to receive the sensory input of an
unshielded target and send the psionic's own sensory input to another. Drain is
(Will)M regardless of sending or recieving.
Point cost: 5
Telecontrol: the ability to force another person to perform certain
specific actions. Every time the target wants to do somthing you dont' want
them to do, he/she gets a resistance test. Drain is(Target's willpower)S every
minute or every time the target tries to resist the control.
Point cost: 6
Mindblow: this is a blast of pure telepathic energy directed toward a
target's mind, doing (Will+grade)S stun per attack. The drain is (Will)M per
attack and it ignores all armor(except mind shield).
Point cost: 2
MindWipe: this allows the psionic to erase or hide, at his/her option,
memories, experiences, traits, etc. of a target. Theoretically, the memory of
how to breathe or how to make the heart beat could be erased too, but it would
be very difficult. Drain is (Target's Body+Target's Willpower)D.
Point cost: 7
Gestalt: This is the ability of the psionic to link together many other
psionics, up to Will+grade in number, to allow instant access to all involved
psionics to each other's skills. The willpowers of all the psionics are added,
and there is an additional +1 per involved psionic to show that the whole is
larger than the sum of its parts. Drain for this skill is (Total Gestalt
Willpower)D stun only after the gestalt is broken.
Point cost: 8

Psionic Initiation:
Unlike magical initiation, the psionic initiation does not start at a
grade 0, but at a grade 1. No special abilities are granted to a psionic at
grade 0, so why bother? Every level grants the psionic a special, radically
improved ability and an additional psi point to work with. The karma cost to
improve yourself is 3xNext Grade, so a grade 1 costs three karma, grade 2 costs
6, etc. However, a magician gets the benefits from his/her initiation
immediately. A psionic has to wait for a base number of months equal to the
grade desired, doing nothing but exercising and practicing their psi abilities.
They roll their willpower to reduce this time against a target number of 7+grade
desired to reduce the time of study, introspection, and exercise.

Psionic Initiation Skills: Unless otherwise noted, these cost one free level of
initiation per skill.
Quick Freeze: this is the ability of the psionic to rapidly freeze a
non-living object and temporarily drop its barrier rating by (Willx1.5). If
targeted on a living being, it freezes them into cryonesis/hibernation. Time to
do this is 10 seconds, and the drain is (Will+1)M
Quick Thaw: this allows the psionic to thaw out a Quick Frozen organic
being at the precise speed to guarantee survival, or to thaw him/her/it too
fast, probabily killing it really quickly. Make a resisted test, your
Will(tartet's Bod+1) vs their Bod(Willpower) if the choice is to kill the
target. Drain is (Will+1)M
Meditation: this is a radically improved version of Mind Over Body,
enabling the psionic to recover from stun damage(heal it) at 5x normal rate
while concentrating. No drain, but it must be maintained for the full time with
no distractions or the psionic must start over.
Reflective Mind Shield: this improved Mind Shield reflects all mental
attacks back on the attacker, doing whatever damage would have been done to the
attacker at 1/2 damage. The psionic must resist the remaining half. However,
this still grants the user the (Will) mental armor while raised. The 'Mind
Shield' is also something of a misnoemer, as it protects the entire aura and
thereby grants its advantages against all Psi and magical attacks of this form
(including mana spells). Max time raised is (Will) minutes and the drain is
(Will+2)M per 15 seconds.
Clairsentience: this is the ability to extend all the psionic's natural
senses to allow concurrent sight and hearing through walls, etc. If the
psionics has Sensory Expansion or has spent essence for sensory modifications,
this ablility extends to those as well. Drain is (WIll)M every minute and the
object to be sensed through must be touched.
Psi Static: this is the ability to cause a major distraction to all
psionics within the area of the static, excepting only the user him/herself.
ALL target numbers for distracted psionics are at +(Will/2) and psionic ability
use is at a total of +(Will) TN. Maximum area is (Willx10)m radius and the
drain is (Will+1)S every minute.
Disentegrate: this is the ability to permanently dissolve barrier
ratings by the psionic's (Willx2) total every minute. Used against a person,
this does a (Will)D physical wound, cannot be dodged, and armor value it at 1/2
impact. Armor is dissolved at -1 point per hit permanently if used in combat.
Drain is (Will+1)S, and the maximum range is (Willx5)meters.
Power Storm: this is the ability to cause a massive electrical
disturbance throughout the area of effect. However, if it is centered around
the psionic, it will cause its effects to ALL around the psionic in its area of
effect, including friends. Area is (Willx3)meters and primary damage is (Will)S
physical damage. Persons within the are of effect who are wearing metal are
subject to an additional (Will-2)M physical due to burns. The Power Storm can
also ignite flammable/explosive objects/devices. Also, the storms effects can
be felt outside the area of effect. Objects in excess of 10kg of metal outside
the area will draw the lightning effects of the power storm to them, and damage
is incrued normally. Drain is (Will+3)S.
Fire Storm: This ability allows the psionic to focus a massive
pryokinetic attack onto a specific part of an object instead of the entire
object like Pyrokinesis does. It can melt targets, cause explosions, fires,
etc. Maximum damage due to melting is -(Will) barrier, Maximum damage due to an
explosion is -(Willx2) barrier. A focused fire shield now reduces physical
attacks as (Willx2) armor when raised against ANY physical attacks. The target
number for attacking an actual person is their (Body+2) and base damage is
(Willpower)D physical wound with fire side-effects. Finally, the psionic can
affect everything within (Willx2)m radius, centered on the caster, but doing
fire damage to all persons/vehicles/walls/floors/etc. within the area. Drain
for the shield is (Will)M per turn and maximum time of maintaining is 10
minutes. Drain for melting is (Will)L and damage is fully done in 5 turns(15
seconds). Explosions are instantaneous, but thier drain is (Will+2)S.
Attacking a person is a (Will+3)S drain per attack, and the Area effect version
has a drain of (Will+2)D every turn, but damage is accrued every action
maintained.
DreamKill: this is the ability to enter a sentient creature`s sleeping
and unshielded mind in order to induce a fatal nightmare, killing the physical
person as well. Kinda like Freddy Krueger... Several tests must be made in
order for this to work properly.
Test 1: make a resisted Willpower roll to get into the target's
mind.
Test 2: make a resisted Willpower roll against the target's
Willpower+2 to gain control of their dreams.
Test 3: Make a final resisted Willpower test against the
target's Willpowerx2 to kill him/her.
If any of these tests fail, the psionic gets a kickback/kickout from the
target, doing a base (Target's Willpower)D physical(resist with Willpower) to
attacking psionic. Also, due to the intimate nature of this ability, the target
must be seen to initiate DreamKill, but not to finish it. If the target
survives or the psionic gets kicked out, he or she instantly knows who the
attacker is and has an imprinted facial/aural signature to identify them with.
Molecular Missile: this is the generation of a coherent molecular
missile/blade out of individual molecules. This peirces ALL known armor and up
to the psionic's Willpower in barrier rating. This enables the missile to cut
through barriers with ease, and the damage it does to to people is [(1.5xWill)
+3]S. Vehicle damage does not reduce this attack due to its armor unless its
Armor value is higher than the psionic's Willpower. Drain is (Will+3)S.
Combat Teleport: Unlike the above abilities, this ability requires two
unused initiation grades before it can be acquired. It replaces your combat
pool when you desire it to do so with a superfast blink to another, random
location. Roll a willpower(attacker's skill) test. Every success moves you one
meter in a random direction. This is a passive defense only. If the psionic
ends up in a solid object, like the ground or a wall, return teleport is
automatic on the next combat phase. The random direction includes up and down,
so you could end up down a floor in a building or 4 meters in the air, and
unless you manifest inside a solid object(or at least partially), you are stuck
there and have to find your own way back(like falling...). Due to an
+ adreniline reacition, the drain is pushed off until 2 combat actions have
+ passed, at which
point it is (Will+3)D stun.
Endo/Exo Trans: this ability allows the psionic to teleport other
things besides him/herself and requires two free, unused initiation levels.
Maximum mass is (Will)kg, and the range is sight. If used as a weapon, like
teleporting a rock into a target's head, then use assult rifle ranges for target
numbers. Base damage is (Mass of teleported object)S physical. However, this
kind of really nasty use is always at +6TN to hit a specific part(like a head or
teleporting a heart out of the target's chest) instead of +4. Drain is
(Will+4)D stun per teleport.
>>>>>>Important Teleport Note!!!!: Teleportation is the physical
transformation
of mass into some little known form of astral energy, allowing instant movement
of the mass. Astral barriers are not effective against Psionics teleport(but
may be against magical teleport) as the psionic's heavily trained willpower and
mind are strong enought to hold the body together for the nothingth of a second
that it takes for transition. Also, there are two modes of transition:
castling and displacement. Castling is the swapping of the teleported matter
for the matter there is/was at the target destination. An example would be a
combat teleport of a psionic 4 meters down into solid rock. As she appears
there, an exact duplicate of her will appear where she was to start with.
Displacement is the teleportation, but moving existing matter aside when the
teleported mass gets there, creating a large "explosion" on the recieving end
and an "implosion" on the sending end. Combat teleport is ALWAYS the castling
type to insure safety.

Psi Foci:
Psionics get only one type of foce, called a catalyst creature. It is
an animal that serves to increase the psionic's willpower to use psi abilities.
For this purpose, the psionic's willpower and the animal's are added together to
use psi powers or defend against psionic attacks. This does not include attacks
that do physical damage or mana spells, unless a sheild of some kind is raised.
+ All catalyst creatures are psionic in thier own right, having a total number
+ of
abilities equal to their intelligence, and all their mental attributes are 2
higher than comparable memebers of the species. However, the creature can never
increase the number of these powers, nor can they initiate psionically. As far
as paranormal powers in a catalyst creature, the creature gets these powers in
addition to their psi powers. Finally, the creature and the psionic are capable
of a modified form of telepathy, knowing each other's thoughts instantly over
any distance. They can also use each other's senses and utilize each other's
psi abilities.
Finding a catalyst creature is very difficult as they are even more rare
than psionics. Base time is 60 days of uninterupted concentration during which
the psionic is nearly comatose, can't eat or drink, and is totally helpless.
The target number to find one is the psionic's Willpower plus the Target
animal's willpower, adjusted for rarity. This adjustment is a nebulous
multiplier. For example, a catalyst Dog might just be the normal target
number(multiplier 1), but a catalyst wyvern could very easily be 3+ times the
base target number. If the calling is successful, the psionic must spend Good
Karma equal to the creature's Willpowerx2 to bond it permanently. The psionic
also suffers a (Creature's Willx1.5)D stun wound and a (# of days spent
calling)S physical wound from bodily stress. If the calling is unsuccessful,
the psionic suffers the same wounds as above, but also goes into an automatic
full coma for the number of days equal to the number of days spent calling.
After calling and bonding a creature, the pair is bonded for life. This
relationship is almost literally soul-to-soul that only another psionic could
truly appreciate. If one of the pair should be die, the other immediately knows
it and goes into a coma for a base 60 days, reduced by the remaining member's
Willpower against a target number of the other member's Willpowerx2. When the
survivor comes out of the coma, he/she has 1-6 new mental problems/disadvantages
like phobias and such and an overriding drive for vengence. The survivor will
hunt the killers(if death was not natural) until they are found and dead. Only
if the pair is broken up by a natural death will the survivor not go into a
rage. Base time to for the search is 100 days and is reduced by an Int(6) test.
After this time, the survivor will know who and where the killer(s) are and will
be able to track them easily until they are dead.
Only one catalyst creature can be bonded at a time.

Psionic Vampires:
A full 50% of all psionics and catalyst creatures are psionic vampires.
+ These psionics feed on the memories, emotions, mental attributes, and dreams
+ of
sentient beings. This is not necessarily evil, as a psionic could easily drain
nightmares or bigotry or painful memories. However, under normal circumstances,
the psionic vampire must consume normal foods as well; They will just die if
they don't get mental power too. However, if the psionic wishes, he/she can
drain twice as much mental energy as necessary to survive(or burn it off twice
as fast) and not eat any physical nutrients at all. Available energy is as
+ below:
Dreams(person has 6/night) 1 hour of life each
Emotions 2 days of life
Memories 3 days/memory
Mental Attribute(will/Int/Chr) 7 days/point drained
These losses are permanent. Dream loss will cause a lack of rested
feelings upon waking and extensive draining of a single target over multiple
nights will cause insanity. Emotions drained are permanent. If a psionic vamp
drains the anger of a person, he/she will NEVER again become angry. If this is
not done carefully, you could end up with a perfectly logical living machine
that is incapable of feeling _Anything_. Memories are gone too. This can leave
a hole and cause feelings of unease. Just like waking up after a hard night of
drinking and not knowing how you got where you are and what you did last night.
When a mental attribute is drained, it is gone permanently as well. This is not
raisable by Karma anymore, and an attribute totally gone means instant death.
This kind of feeding leaves a very distinctive mark on the aura of the
target. The psionic must be within 10 meters of the target to drain them. If
the psi vamp gets down to less than a week of life, he/she will get very anxious
and will find it difficult to concentrate(+2 TN on ALL tests) until power level
is higher. If the psionic gets below a day of life, he/she will go crazed for
1d6 hours, draining anything and everything they can get thier hands on,
sometimes to the point of death. This generally causes a bad situation...
Catalyst creature/psionic pairs NEVER drain each other.

Psi Death:
When a psionic dies, he or she can have all of their total power
released upon an area upon the instant of death, if they wish. This is called a
death scream and all psionics and catalysts have this ability. What it does is
KILL(no tests possible) everything within the psionic's Willpowerx2 meters,
causes massive damage of a (Willpowerx2)D physical wound to all within
Willpowerx20 meters, and a violent mind scream of (Willpowerx1.5)D stun to all
within Willpowerx1 kilometers. Depending on the exact set up of the mind scream
and the psionic's own powers, various secondary effects occur as well. For
example, a massive pryokinetic explosion might destroy the building at the same
time or a mass teleport could yank everything out of existance within the kill
radius. Work this one out with your GM. If the death scream occurs near other
psionics, and they die as well, chain reactions can occur, causing whole towns
or city blocks to go violently insane or dead. Really nasty. For massive Psi
deaths, add the willpowers together and then add +2 for each dying psionic above
one to determine the total force of the death scream.

Well, that's about all I have. Use it. Enjoy it.

Brian

Brian

Further Reading

If you enjoyed reading about My GURPS to ShadowRun Psionics System, you may also be interested in:

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