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House Rules - Psionics

 
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House Rules

 Psionics in Shadowrun

v1.2

Written by Justin Pinnow
Additions and alterations by Pete Sims

 

Following is a listing of how Psionicists differ from other Magicians. Throughout this document, the term "psionic ability" refers to a spell cast by a Psionicist, and the term "spell" refers to a spell cast by a Non-Psionicist. Also, the term "Psionicist" refers to a Magician who uses magic in a special way that equates to Psionics, while the term "Magician" refers to a Non-Psionicist or typical Magician/Shaman/Adept from the standard SR II rules.

Justin Pinnow and Pete Sims following a discussion on the Shadowrun Mailing List and private e-mail wrote the following rules. These rules were discussed and ironed out over e-mail and play tested by Sarah Hylton in Pete’s RL game. So far the rules and traditions work quite nicely, but the whole thing is very much up to the player and GM. Without logic being applied - like other areas of Shadowrun - Psionics are open to abuse by players who could care less about game balance and enjoyment.

 

Advantages of Psionics

There is no physical accompaniment to Psionics. (I.e. no gesturing or words are used when using Psionics.), however, in the case of some traditions and abilities, certain reactions to the use of Psi powers are standard across the board. The sinking into a trance of the Medium and Foreteller are known as a normal reaction of these traditions to their power and the nature of the manipulation of their abilities to create the effects expected. Total concentration is required for other abilities. The Pyrokineticist is known to suffer from profuse perspiration while utilising some of their abilities, and some who specialise in mind control have been known to experience headaches and occasional nose bleeds. There is no foresworn guarantee that psychics will manifest any of the aforementioned effects, but they are the norm in monitored Psychics. A Psionicist however is not required to use somatic components as are the Shaman tradition and some spells for Hermetics. In this respect, they are the hardest to notice when practicing their abilities.

No geasa are obtained when a character’s Magic Rating is reduced. (However, the character must still possess a Magic Rating of 1 or greater to use Psionics).

Psionics are very difficult to detect via Astral Perception. An Astral Perception test with a base TN of 10 is required to notice a psionic ability that is active on the Astral Plane. If psionic ability was recently utilised in the area, use the standard rules for detecting residual magical energies, but apply a +6 TN modifier to the test. (Psionicists’ do not suffer from these penalties when Astrally Perceiving. Their form of Astral Perception automatically detects Psionics as well as standard magic.)

Spells that detect magic are not attuned to notice psionic abilities. Add +6 to the TN to notice Psionics with a spell. (Spells that detect Psionics do not suffer from these penalties, but apply a +6 TN to notice standard magic when using such a spell.)

A Magician must make a successful Astral Perception (10) test in order to attack a psionic ability in Astral Space or ground through a Psionic Focus. Situation modifiers apply to this test. (See below for more details on Psionic Foci.) Only one success is required to attack the psionic ability or ground through the Psionic Focus as normal.

In order to notice a Psionic Ritual Sending, an Astral Perception test with a base TN of 10 must be made. Only one success is necessary to notice the sending.

The primary difference between the more usual Magical traditions and Psionicists is that the Psychic is unable to follow the normal methods for initiation. The individual psychics depending on their strength of mind and how they learned to use their abilities, though essentially similar, project psychic abilities in different ways. Also, their nervousness and innate secrecy means that initiation is unique amongst Psychics. They do not gather willingly in groups for reasons that will be explained later in this document and do not willingly spend long periods of time together practicing their abilities. Unlike magicians who initiate to gain greater power and abilities, Psychics do not benefit in this way. The only reasons they would have for initiating into a school or clan would be for the comradeship and guidance of other Psychics and to learn discipline and new abilities.

If Psionics do initiate however they add their Initiate Grade as an equivalent TN modifier for a Magician to notice their psionic abilities. (I.e. when a Magician is attempting to Astrally Perceive psionic ability cast by a Grade 2 Psionic Initiate, he must apply an additional +2 TN modifier to his Astral Perception test.) This TN modifier also applies to spells that detect magic and to Astral Perception tests to notice Psionic Ritual Sendings.

Spell Defence and Shielding have no effect on psionic abilities. Even if a Magician notices that psionic ability is incoming, his Spell Defence/Shielding won’t register the incoming psionic ability as a spell, and thus won’t react to it.

 

Disadvantages of Psionics

Due to the lack of assistance from any physical crutches (gestures, vocalisation, etc.) and the strenuous nature of focusing the mind to create – in some cases – powerful effects, a +1 TN Drain modifier is added to the Drain Code formula of all spells. Add this TN modifier to the end of the Drain Code formula. (I.e. a spell with a Drain Code of [(Force/2) -1]M would translate into a Psionic Ability with [(F/2)]M.)

A Psionicist is not allowed to accept a Geas under any circumstances, including as an Ordeal for Initiation. When creating a Psionicist who is capable of Astral Perception (i.e. a full Psionicist or Astral Adept), an additional 3-character creation points must be spent to create the Psionicist. This covers the extra cost of being able to Astrally Perceive psionic abilities without any TN penalties. This additional cost cannot be ignored when creating a Psionicist with Astral Perception.

Psionicists have a Psionic Pool instead of a Magic Pool. For all intents and purposes these two pools are the same things, except when it comes to Spell Defence (see below). Psionics is, after all, just another way of utilising magic. Instead of being able to use their Psionic Pool as Spell Defence, Psionicists use their Psionic Pool as Psionic Defence. This works in exactly the same way as Spell Defence, except it only protects against psionic abilities. Psionic Defence does not affect magic.

Psionicists must use special foci, called Psionic Foci, created by Psionic Enchanters. The foci behave the same as standard magical foci, but they are specifically attuned to the frequency that mana is focused to with psionic abilities. Psionic Foci cost the same amount and have the same availability as standard foci when they are obtained directly from a Psionic Enchanter. However, when acquiring Psionic Foci from a Talismonger, the cost is doubled and the availability TN# is multiplied by four. (The duration of time required to obtain the item remains the same.) These foci, can take any form, though the most popular is usually some sort of jewellery containing a crystal. For mediums the most popular foci is a crystal ball. Psionicists are unable to create "spell locks". The nature of their magic is through a focused effort of the mind, and this cannot be locked into a physical object.

Psionicists cannot form magical groups with Magicians. Their abilities work on two different frequencies, making an Astral Link impossible. Psionicists are neither Hermetic nor Shamanic, and there is no such thing as a Psionic Physical Adept or a Physical Psionicist. The disciplines required to focus the mind to gather energy and cast it for the desired effect prevents other demanding disciplines such as Physical adepthood from being learned. Psychics are precisely what they appear to be, a tradition in and of themselves.

Psionicists are only able to use their Conjuring skill as standard Magicians when it comes to working with Watcher spirits. For all other uses of the Conjuring skill, they are treated as mundane, the only exception to this is the tradition followed by Mediums, and this will be explained later, under the Medium description.

Psionic Abilities have their own type of spell formulae. Treat this type of spell formulae as if it were its own tradition. These tend to be written equations and diagrams, somewhat resembling Hermetic spell formulae. Psionic Ability formulae are treated in all ways like other spell formulae. When translating from/to psionic abilities from/to either Hermetic or Shamanic formulae, apply the +2 TN modifier that is standard for translating spell formulae from one tradition to another.

 

Game Mechanics

Psionicists may learn a new Metamagic Ability called Psionic Shielding upon Initiation. This ability functions in exactly the same way as Shielding, except it works only against Psionics and has no effect whatsoever against spells.

In order to develop a defence against standard magic, Psionicists must Initiate and learn the Metamagic ability of Shielding. This requires an Initiate who already knows this ability to instruct them. If the Gradual Initiation rules are used, Psionic Shielding must be learned at least one Grade level before standard Shielding may be acquired. (I.e. treat Psionic Shielding as a prerequisite for standard Shielding.) Thus, if using the Gradual Initiation rules, this means that a Psionicist must be at least a Grade 2 Initiate to have any defence against spells whatsoever. If not using the Gradual Initiation rules, the Psionicist must already be at least a Grade 0 Initiate to even attempt to learn Shielding. He must then initiate again in order to learn it. Thus, regardless of the Initiation system being used, an Initiate cannot gain both Shielding and Psionic Shielding in the same Initiation. When a Psionic Initiate acquires standard Shielding, he can now divide his psionic pool to augment his psionic abilities, to provide psionic Shielding, or to provide magical Shielding. He still gains a Shielding pool equal to his Initiate Grade that is used only for Shielding. This Shielding pool is kept separate from his Psionic Shielding pool that is gained upon learning the Metamagic Ability of Psionic Shielding. If a Psionicist is unable to initiate for whatever reason, spell defence is dealt with in the same way as mundanes and other characters.

The new Metamagic Ability of Psionic Shielding may be learned by a standard Magician (Non-Psionicist) if taught by an Initiate Psionicist. However, most Psionicists are very elite and tightly knit. Only a rogue Psionicist would ever consider such a travesty. If a Magician somehow finds an instructor willing to teach him Psionic Shielding, treat it as any other Metamagic Ability. (I.e. the Magician must initiate to acquire this new Metamagic Ability.)

A Magician may also learn to Astrally Perceive in such a way as to look for psionic abilities, this is in addition to whatever else he would normally perceive on the Astral Plane. Again, only a rogue Psionicist would teach this. In order to learn this ability, the Magician must have an instructor who is a Psionicist and must initiate to acquire this special addition to his Astral Perception. Treat this additional perception as if it were another Metamagic Ability. However, once learned, this additional perception is automatically added to the Magician’s Astral Perception (he learns how to tune in is Astral Perception to look for psionic abilities in addition to what it already perceives). Thus, when he uses Astral Perception from then on, he will perceive psionic abilities without any TN modifiers.

 

Miscellaneous Details about Psionics

Psionicists have existed ever since magic re-emerged into the world many years ago. Though Psychic powers have existed for centuries, and many schools of thought, belief and science have devoted a great deal of time and money in researching psychic abilities, it is only since the Awakening that Psychic power has really manifested itself along with the other magical traditions. Psionicism is as valid of a Tradition as Shamanism or Hermeticism. Psionicists aren’t really any less common than either Shamans or Hermetics, but tend to be very secretive and they stick together (either in Magical Groups, or otherwise). It’s a rare instance when you find a rogue Psionicist, but they do exist. Psionicists keep a close watch over the magically active. Whenever a child is discovered to be magically active, a Psionicist will be sent to try to get a good look at the child’s aura. If it is discovered that the child is a Psionicist by nature, the observer will attempt to bring the child into the fold of his Magical Group or Guild.

Psionicists are known to exist, but little is known about them. They are so secretive in fact, that many Magicians don’t believe they exist outside of myth and legend. They hoard their knowledge and secrets and are slow to give any details to outsiders. Thus, if a Psionicist child isn’t spotted immediately but attempts to learn magic, he may have a difficult time because he isn’t operating within his Tradition and the vast majority of Magicians simply aren’t aware of what to look for to see if he is a Psionicist. Psionic Groups keep an eye out for this type of occurrence and do their best to bring the child into their organisation as soon as possible.

However, Lone Star is well aware of the existence of Psionicists. Chances are, Lone Star either has a tiny handful of Psionicists on staff, or they have some Psionicists that they consult with on difficult cases involving magic that their Magicians can’t seem to analyse.

As you can tell, the main advantage of Psionics is its ability to be used without notice. This will lend itself to some interesting role-playing experiences if you allow it to. You can imagine what it would be like for an organisation similar to the Psi Corps from Babylon 5 to be formed in the world of Shadowrun.

Another detail that should be mentioned has to do with the Mind Probe spell. Many GMs rule that the target of a Mind Probe spell is automatically aware of the spell and feels a sense of mental invasion or rape. In the case of Psionicists, I would apply their subtle use of magic to the effects of this spell. Thus, the target of a Mind Probe psionic ability would have to make an Intelligence test versus a TN of 10 (plus the Initiate Grade of the Psionicist, if applicable). One success will allow them full knowledge that they were targeted by a Mind Probe spell, as if the spell were cast by a Magician. Obviously, the use of a Mind Probe spell without consent of the target is highly illegal, and PCs can abuse this ability if not carefully regulated. I have always ruled that the Magician casting the Mind Probe spell undergoes some negative side effects as well after leaving the target’s mind. For example, he might experience disorientation, nausea, and worse if they found some particularly dark thoughts. Feel free to require an Intelligence (10) test for other spells that involve working with the target’s mind as you see fit.

Alternatively, it might be worthwhile considering the alternative Mind Probe offered under the Psychic abilities section, that offers it’s own troubles for the unwitting user of this powerful ability.

It is important to emphasise that Psionics is a form of magic, just another Tradition of magic that isn’t well understood by Non-Psionicists. For the most part, Psionicists follow the same rules as Shamans and Hermetics. They use the same spells, they have Adept level beings in their ranks, and they draw upon the same Mana to fuel their magic that any other Magician would. The end results of their spell casting efforts are basically the same. A Manabolt is a Manabolt, no matter how you slice it. It shouldn’t take too much effort to incorporate Psionics into an already existing campaign.

If you want some ideas, you can ask for help, and either of us will be happy to lend you some. However, we won’t be held responsible for any psychological disorders incurred from such exposure to our warped sense of creativity, or misuse of these rules. ;)

 

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