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Mr.Weisenheimer

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« on: <09-28-19/0433:26> »
Hello, im about to be a newcomer to the Shadowrun game. My group usually plays D&D but were now switching things up to kind of take some pressure off our DM. Only a couple of us have ever played Shadowrun and were gearing up to start with the 6th worldwhen it drops. Im taking the lucky seat of running the game. So I was trying to formulate a campaign idea and I'm curious if there are any psychics in SR or if they were something out of the ordinary or would be really strange to find one? I know I could probably just wait till the book drops but my group is eager to go and the more I have prepared the better.
Thanks

CigarSmoker

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« Reply #1 on: <09-28-19/0526:07> »
I just looked through some older Rules in SR 4th Edition "Street Magic" are options to make your own spells. In short its possible to see the future. The typical "wise woman" could be a Sorcery Adept with some kind of "Precognition" Spell.

ZeroSum

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« Reply #2 on: <09-28-19/0620:07> »
Most of the Detection spells would probably fall under the common preconception of "psychics". Clairvoyance and clairaudience are both abilities that allow you to project your mind to somewhere else and watch and listen as if you were there, while the Analyze spells lets you quite literally divine the truth or purpose of something. Same with the Detect [Enemies/Life/Magic] series and Combat Sense; these are all extrasensory perception of a kind. And then there is Mind Link and Mind Probe; the former lets you literally communicate with someone using just your mind, and the latter lets you look into someone's thoughts and rifle through their memories.

In addition there is ritual magic, but this is more suited for NPCs to be honest. Or at least it used to be, not sure if 6th Edition changed this up.

Serin_Marst

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« Reply #3 on: <09-28-19/1305:10> »
It depends on what you mean by "psychic", but the answer is yes.  If it "exists" in the collective subconcsious of the modern world, it probably exists somewhere in Shadowrun.

If you are talking about what D&D calls psionics, i.e. i shape reality with my mind/i wand a wizard in my sci-fi story, but don't want to call it magic, then it exists as what is known as a magical tradition.  A magic tradition is basically how you think magic works and what trappings you use to do so.  Specifically, they are magicians who don't accept the existence of magic.  They are wierd only in the sense that flat-earthers are wierd.  BUT, only a percentage of the population is magically active, and only a small percentage of that

If you are taking about augers, fortuntellers and seers, they also exist.  In addition to detection spells, abilities like Divination and Psychometery exist as advanced magical techniques known as metamagic.  Someone with access to these kinds of abilities wouldn't be so much unusual as they would be powerful and valuable.  At least one of the AAA's has a board level position of Chief Divination Officer.

Jareth Valar

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« Reply #4 on: <09-29-19/1942:49> »
Hello, im about to be a newcomer to the Shadowrun game. My group usually plays D&D but were now switching things up to kind of take some pressure off our DM. Only a couple of us have ever played Shadowrun and were gearing up to start with the 6th worldwhen it drops. Im taking the lucky seat of running the game. So I was trying to formulate a campaign idea and I'm curious if there are any psychics in SR or if they were something out of the ordinary or would be really strange to find one? I know I could probably just wait till the book drops but my group is eager to go and the more I have prepared the better.
Thanks

First off, welcome to the shadows chummer. Hope you enjoy, whichever shape you choose to explore.

As for physic, the others above have pretty much summed up anything I could add except...

The way shadowrun deals with the different types of reality shapers (wizards, clerics, sorcerer's, druids, etc) is rather unique. The spells they cast are pretty much functionally identical, just depends on how the view going about it, thematically.

A Hermetic Mage is pretty much your typical D&D wizard in the way they view magic.

A Shaman is pretty close to a cleric in where their magic comes from.

A Psychic, at least in older descriptions, think that their abilities come from their own mental ability to alter the universe around them.

Which one is correct?.... YES. LOL They all are from their own perspective.

A physic wouldn't be common I don't think, but definitely not unheard of. And definitely not as rare as someone who has had Star Wars Hello shake their ability to change Mana, lol.

cantrip

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« Reply #5 on: <10-01-19/1754:32> »
People have already covered most of my thoughts, so I won't repeat other than to add that you could also be a mystic adept and use a combination of spells and physical abilities. So, all of the 'mental' spells listed above and then select the heightened sense based physical adept abilities. So, heightened hearing, sight, smell etc. -- this could allow for a character to pick up on very subtle things to use along with the 'real' magic.
There are also some metamagics in 5th-not sure if they made it into 6th that I liked.

Psychometry for example - allows you to read objects. You could even buy a mana based camera and film to take psychic pics. My character was a mystic detective.
Also talking with spirits would be another angle - that would fit with the psychic.

Welcome aboard - it's a great world to play in! ;D
« Last Edit: <10-01-19/1757:37> by cantrip »