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From: steven mancini <mancinis@******.CC.PURDUE.EDU>
Subject: Look Out Below! Another Adept!!!! (Maybe)
Date: Fri, 22 Jan 93 22:22:07 -0500
>From mancinis Fri Jan 22 22:22:03 1993
Received: by mentor.cc.purdue.edu (5.61/Purdue_CC)
id AA12163; Fri, 22 Jan 93 22:22:03 -0500
From: mancinis (steven mancini)
Message-Id: <9301230322.AA12163@******.cc.purdue.edu>
Subject: Look Out Below! Another Adept!!!! (Maybe)
To: mancinis@******.cc.purdue.edu
Date: Fri, 22 Jan 93 22:22:02 EST
Sender: mancinis


Howdy All, Minotaur here.

I was pondering several things recently, as I watched my kill file
for rec.games.frp.misc grow as I slagged the PA v Samurai debate.
But then, an old topic hit me in the head.... Psychics. I disliked
them the first time they came about, but have been contemplating a
whole new attempt at them. This stuff is real rough, some of it may
expand as I think so please forgive me if it seems a bit
disorganized.

Priority:
Priority 2 in the Magic Column, they are superior (in some ways)
to mundanes but lack some of the punch behind adepts and full
blowns. For priority 2 the psychic gets 6 talents and astral
perception.

"Talents"
Each 'psychic' can select six (6) spell like powers from those
listed, or design their own using spell design rules. For example,
you could have a psychic with:

Mind Probe, Ignite, Clairvoyance, Clairaudience, Telekinesis, and
Mask.

NO COMBAT SPELLS as psychic powers. Why? Cause I say so.
(Translation: For some undescribable reason, it does not sit
well with me.) [Second Thought: Perhaps combat vs other psychics,
but this could be my AD&D heritage showing....]

Next Step: Using the Spell Points derived from 'tech' money, they
allocate the level at which they know each of these 'talents'.
So if they chose tech at priority 4, they would have 50 points
to divide among their talents. Granted this can seem kinda powerful
but lemme finish this train of thought...

Calculate the Drain for each talent: This may need a little re-
working for the smart psychic: Why take the Drain from Clairvoy
when you could calculate the drain from Pers. Clairvoy instead?

All talents are personal; with the exception of something like
healing talents, you cannot pass you talent's on to others,
unless they are designed that way and you modify the drain
accordingly.

Improving Skills: raising a talent can be accomplshed by
expensing karma as if it were a General Skill.

Mechanics:
The psychic uses his talent level as if it was amy other skill;
if he has a mind probe of level 5, he rolls 5 dice.

The psychic has NO equivalent magic pool; they can develop no
surplus skill to augment their powers.

The psychic resist their drain using their willpower; period.

Resisting a psychic's power is done using the target's attribute,
these talents are fluctuations in the mana, so while a Mana
Barrier would provide protection, Anti-spell barriers, and
spell defense are useless.

Magical Skills:
The psychic can gain no power from Sorcery and Conjuring other
than the normal benefits a non-spell caster has from possessing
these powers.

Initiation:
At this time, I have not given it much thought, but I doubt it.

Essence Loss:
Each of the 'talents' is RANDOMLY assigned to each point of the
psychic's essence. If the psychic loses essence, he loses
talent(s).


COMMENTS?

+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
| Steve Mancini (a.k.a. The Minotaur) | mancinis@******.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancinis@**.cc.purdue.edu |
| Political Science Department | phi@****.cc.purdue.edu |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| "My Behaviour is Addictive Functioning in a Disease Process of Toxic |
| Co-dependency! I need holistic healing and Wellness before I'll |
| accept responsibility for my actions!" -Calvin, 1/21/93 |
+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+

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