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PSi/psiker/ESP abilites; time to mind read!
Topic Started: Aug 29 2008, 04:33 PM (342 Views)
mattblackgod
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Big boss warlord dude!
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A thread on TMP today inspired me to put this up to the group.

A lot of post apoc fiction has some one with PSI/psychic/ESP abilites, usually as some form of mutation. Do you like PSI in your games? If so how far do you go? Is it a full range of abilities or is it limited in some way?
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mattblackgod
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Big boss warlord dude!
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I like PSI abilies and have them in my games. I dont like the magic style of PSI so I limit them so they are like a speical skill or ability. For instance a character may have Aura vision. This allows the character to see living things in the dark or through walls upto a limited range. This falls down when fighting Robots or Zombies. :D

Or maybe some has precogition. This gains them a initative bonus during games. However the skill will be limted to perhaps 1 to 3 turns per game.

Due to people having different ideas about PSI any rules for me have to be written down in detail to stop any abuse.
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v_lazy_dragon
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Enforcer
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I tend to follow the Gorkamorka line and only have special characters with psi abilities - so although, say, the mutie girl from the Skank comic may join your force for a game or two, she'll drift on eventually. I occasiuonally let JuJu/shamanism/etc work as a manifestation of psi powers as well - but it tends to be in the 'controling beasts' & 'cursing' (a negative modifiers to dice rolls, etc) way rather than letting people throw fireballs, etc...
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Ramshackle_Curtis
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Super Mutant
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I think that it can be just a matter of interpretation really.

Imagine example A: A mutant that has no bones and a kind of liquid style ability, like MrFantastic. The charachter in game terms might be allowed to move into locked vehicles or flow over difficult terrain easily, or indeed flow op walls etc.

Now example B: A psyker with a short renge telport ability. They can place themselves inside vehicles, move through walls etc.

In both cases the basic game mechainics are the same, the only difference is the reason for the rule. I imagine that very different models would be used for the two examples, but would be well matched in game terms.

SO you can go on from there. A character armed with a flame thrower might actually be a psyker with a flame power. There are of course many examples I could list.



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Ross
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Wasteland Warlord
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Interesting and reasonable take on it Curtis.

I've contemplated psykers, but as yet haven't included them into my games. Now that I'm turning it into more of a RPG using Shadowrun rules I'm very tempted to incorporate magic, specifically Shamanic traditions. Less animal totem chats and more acting the way the character 'feels' the animal would act.

The magic in SR is similar to you line of reasoning Curtis, both go about casting spell differently, but the spells are the same (name, drain, effect etc.).
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