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Message no. 1
From: Steve Kenson <TalonMail@***.COM>
Subject: Re: Psionics and Awakenings
Date: Wed, 19 Feb 1997 10:13:51 -0500
Brett Borger <bxb121@***.EDU> wrote:
>Since a Psionic has just as much faith in his abilities as the others, why
>is he so penalized? I can understand the penalties listed because of his
>refusal/inability to accept magic, but shouldn't the strength of his
>conviction get him an advantage somewhere? While I fully support not
>coddling munchkins, I don't know anyone willing to play a Psionic because of
>the extreme penalties...even the role-playing benefit is not worth your vast
>weakness.

Well, psionics as they came out in finished form in Awakenings weren't QUITE
as I had originally written them. The way I run it in my campaign,
self-proclaimed "psionics" are magicians like anyone else. 99% of them are
Sorcery adepts because the psionic paradigm doesn't generally involve
interaction with spirits (although some Priority A psis do have the ability
to create "thought-forms" to do their bidding). Psis are restricted to spells
that can be explained as "psionic" powers: things like mind probe, manabolt
and telekinetic manipulations are all cool. Shapeshift, acid bomb and such
are outside of the psionic paradigm.

I don't assign any other bonuses or penalties to psionic characters other
than that. If you're looking to make the option more attractive (I'm not,
because I want psis to be rare in my games) then you can give them something
akin to a totem bonus: in exchange for not being able to use any
"non-psionic" spell like those mentioned above, psionic get +2 dice with all
of their psionic spells. This makes them more narrow, but better at what they
do, but it also encourages psi characters. FASA obviously wished to
discourage psi characters, thus the additional limitations in Awakenings.

>Also, I wonder how Steve's "faith" theory works with budding and yet unaware
>mages and shamans? Not a complaint, just a question. Would it be because
>of world view? That would prevent Sam Verner type situations. Would it be
>because of subconcious opinions?

Magical ability in Shadowun is at least partially inherent. It has been made
clear that you either have the Talent in some measure or you don't. A mundane
who learns all of the magical skills and has all of the faith in the world
isn't going to be able to do magic, no matter how hard they try, just like a
blind person can't "learn" to see. Nor is an adept going to be able to do
MORE magic any more than a completely color-blind painter is going to be able
to produce anything other than excellent black & white images.

Focus, faith, belief, will, etc. are what a magician uses to hone that
inherent talent into something that is more useful and reliable than Verner's
erratic budding magical abilities. He has some unconscious ability to spell
defend and sees visions of his totem in the beginning. Sam Verner's biggest
limitation as a magician in SECRETS OF POWER is the fact that he has a hard
time believing in Dog and his magic. When he accepts his totem and the
lessons it teaches and strengthens his faith and belief in his own power,
that is when Verner grows rapidly in skill and power as a shaman.

My non-FASA opinion,
Steve K.
Message no. 2
From: Brett Borger <bxb121@***.EDU>
Subject: Re: Psionics and Awakenings
Date: Wed, 19 Feb 1997 20:59:30 -0500
>Well, psionics as they came out in finished form in Awakenings weren't QUITE
>as I had originally written them. The way I run it in my campaign,
...
>I don't assign any other bonuses or penalties to psionic characters other
>than that. If you're looking to make the option more attractive (I'm not,
>because I want psis to be rare in my games) then you can give them something
>akin to a totem bonus: in exchange for not being able to use any
>"non-psionic" spell like those mentioned above, psionic get +2 dice with all
>of their psionic spells. This makes them more narrow, but better at what they
>do, but it also encourages psi characters. FASA obviously wished to
>discourage psi characters, thus the additional limitations in Awakenings.

Well, I guessed FASA didn't want to repeat T$R's failure. But still, it's
SO unbalanced. I am glad you didn't do that though....I was worried, as it
clashed with your earlier statements about other traditions.

>Focus, faith, belief, will, etc. are what a magician uses to hone that
>inherent talent into something that is more useful and reliable than Verner's
>erratic budding magical abilities. He has some unconscious ability to spell
>defend and sees visions of his totem in the beginning. Sam Verner's biggest
>limitation as a magician in SECRETS OF POWER is the fact that he has a hard
>time believing in Dog and his magic. When he accepts his totem and the
>lessons it teaches and strengthens his faith and belief in his own power,
>that is when Verner grows rapidly in skill and power as a shaman.

Nod. Okay, makes sense.

Say, I have a few questions concerning Awakenings' Spells:

Disregard: What is disregarded? The person, their actions, the result of
their actions?

How does the Flame Aura spell drain break down? I'd love to copy that
Doesn't-hurt-me trick.

Personal Silence: Can I knock on a door?

-=SwiftOne=-
Message no. 3
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Psionics and Awakenings
Date: Thu, 20 Feb 1997 13:30:18 GMT
Brett Borger writes

> Say, I have a few questions concerning Awakenings' Spells:
>
> How does the Flame Aura spell drain break down? I'd love to copy that
> Doesn't-hurt-me trick.
>
The trick with this and a few other spells is to list out the spells
game mechanics and all the drain varying mods you can identify. Now
work back from the listed drain, deleting the mods you know (eg
sustained, LOS, does S base damage etc etc) The new stuff that the
Grimoire does not cover must have an effect on drain equal to
whatever you have left over.

Eg you can wotrk out that 'manipulation affects magic' is a base 'D'
by reverse engineering the GR2 spell 'astral static' despite the fact
FASA forgot to put it in the spell design chart.


> Personal Silence: Can I knock on a door?
>
Another:
You have a personal form of a mana barrier, non area effect, i assume
it does affect your TN's casting out, but can you design a 'one way'
version of a barrier like this ?

Mark
Message no. 4
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Psionics and Awakenings
Date: Fri, 21 Feb 1997 08:48:01 GMT
Brett Borger writes

This only came to me, but ..

> >You have a personal form of a mana barrier, non area effect, i assume
> >it does affect your TN's casting out, but can you design a 'one way'
> >version of a barrier like this ?
>
> That leads to a question I'd REALLY love to have answered. Are the barrier
> spells one-way? I would've said no, no question,
I would tend to agree, see my comment on another post.

> but about 60% of the
> people on here posting said otherwise.
>
I have seen nothing to support this, but what is list opinion?

> -=SwiftOne=-
>
>

Mark

Further Reading

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.