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Message no. 1
From: Christopher Bellovary <bellovar@***.WISC.EDU>
Subject: Re: Shadowrun Thermonuclear Psionics System.
Date: Wed, 14 Apr 1993 20:22:39 CDT
Here is the start of my review over the posted psionic notes. In
my opinion, if the generation codes were A/B instead of C/D they might
_still_ be too strong. I doubt Brian and I would ever see eye to eye on
this one. Personally, I think that if you are running a party low on magic,
perhaps you should just tone down the magic in the world. Of course,
sometimes it is just fun to play gods among men, but that should never be
presented as a standard set-up. In this world, why would one _want_ to be
a mage? Just run a psi. They are at least as effectiveon their own, plus
they leave you with higher stats, skills, and more money, and you can still
get your bioware and cyberware.

I do not intend to slam Brian's game, but as rules for a standard
(more or less) Shadowrun campaign? I must take exception. My comments
are listed below. Read them or ignore them as you wish.

Chris Bellovary
-- CrossFire --



> Psionics in ShadowRun(II)


Is anyone aware that FASA calls magic a psionic phenomena?


> 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.

Ok - wait a minute here adding stuff to your body, or sticking a
computer in your brain doesn't do anything? Whatever became of the concept
of `mushuin', body-mind integration?

> 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.

Only if you want a sam with neat tricks, if you make a psi-bruiser, we
have something else entirely. (see in a few lines)

> 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.

So we have elves able to start with a unaugmented 18 points to spend?
22 if they buy an encephalon and cerebral booster? Before using Karma to exceed
level maximums? Hmmm... those 6 points that Physical adepts (which require B
and
C, rather than C and D by the way in generation) seem might lame now, and they
are supposed to be stronger due to the harder restrictions?

> 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

Hmmm... like the Physical Adept - who starts with far less points to spend and
cannot add bioware or cyberware without losing magic rating... Overbalance
here?

> 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)

I hope you still mean IQ = astral quickness and stuff, as retaining physical
attributes would be quite silly in the astral plane. Furthermore, if these
guys are so much weaker than mages, why can they stay longer on the astral
plane, the place where all magic comes from? On the contrary, I could think of
many reasons to bar them from the Astral plane

And for but one more point, one can not only percieve, but project?
Seems to me that second step would be harder than the first.

> 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

OK - I won't repeat anyone else's comments here. However - this is supposed
to be the same thing PhysAdepts use - mind over body - and they get pain
resistance. Why not use the same thing? Put a trauma damper on this guy,
how can you stun him?

> 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

A minute is a long time in SR combat... How long until they can re-raise it?
Why is the drain harder when you have greater willpower? Time dependent makes
sense, willpower does not.

> 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

Neat trick! for just 9 psi points (remember, our unaugmented base elf had 18 to
use, we exceed the benefits of the toxin extractor and the pathogenic defense
without spending a cent, or adding to either the body index or reducing the
essence. So is this compatible with the toxin extractor and pathogenic defence?
Why make a Vatboy? Just make a Psiboy and give him bioware later!

> 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

Acid? ACID? I'm sorry, but as a chemist, I kinda have a problem with this one.
If you wish me to explain - I will elaborate....

> 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

hmmm... 8 will unaugmented they can get? OK, we now have a 40 meter radius!
That is over 260 feet in diameter, extending up as well! All this, for a
mere one psi-point cost. Even just covering doors would make it worth one!

> 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

No drain? I realize it is much the same as shock gloves, but no drain seems
unrealistic.

> 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)

So for effectively three psi-points (2 for jolt) you can jolt a man dead
hmmm... even 5 psi points is only about the same as 2 magic points for a
PhysAdept, and PhysAdepts require a greater sacrifice to be!

> 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

What would this do to deckers in the matrix?

> 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

Hmm, +8 for our base elf. How do you maintain it if it is permanent? How do
they
resist? Do you at least need to touch them?

> 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

No comment

> 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

No essence loss, no money spent. Why start out as a sam?

> Point cost: 3
> Seeker Sense: while concentrating, this skill lets the psionic track
an
> object or person. Max range is Willx10km, accuracy is to +/- 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

hmm.. base elf.. 80 km range, just under 50 miles, does it require continous
concentration since they were last seen?

> Combat Sense: this allows the psionic to add his/her willpower to
> his/her combat pool at all times. No drain.
> Point cost: 5

WHAT! so our base elf can add 8 dice to his combat pool? 8 dice? heck, he
probably only had 6 in there to begin with! Yes - definately no reason to be
a straight samurai - at all!

******************************************************************************

OK - I have stuff to do. This is enough for now. Sorry if this came across
as a flame. Such truly was not my intention. However, I realize the fact that
I take exception to these rules shows a bit, and for that, I will apologize in
advance. In any case - that was the beginning of my observations. Perhaps we
can still hammer out a workable set of rulings from this.

Chris Bellovary
-- CrossFire --

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