Neo Human Psychic Character Class

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Ndreare
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Neo Human Psychic Character Class

Post by Ndreare »

Looking for a quick review of the following. They are an Iconic Framework and Race combined.
Making this up for @Stoic so need feedback from some others as I will be the Game Master.



Neo-Human R.C.C.
The last years of Project Achilles were plagued with secret and internal conspiracies. Competing teams trying to outdo the other project members started conducting experiments hidden from each other. Thus, felinoid mutants (fully described in Rifts South America : One) were created in only one research center without the knowledge of the other centers. When reports of their success (once they succeeded, they wasted no time sharing the news) reached the other centers , the pressure to do better increased. A team of scientists decided that mutating animals was not the way to go. Instead, they decided to directly improve the human body!
Human embryos were experimented upon, mutated and altered. Genetic material from several members of the research center, stolen from them without their consent, was used to fast clone the embryos and manipulate their genetic make-up. The goal was to copy the genes that seemed to be linked to psionic powers. All these activities were the work of a small faction within the center, done without the knowledge of the rest. Cordelia Valdez was a researcher there, and she accidentally discovered the experiment. Her shock was compounded by the realization that most of the embryos carried her genetic code, making them, in effect, her offspring. Her desire to preserve these "children" led her to stage the break-out that saved the founders of the Achilles Republic.
The offspring of Cordelia Valdez looked completely human. Their bodies had near god-like physical perfection, and they were extremely intelligent and perceptive. Beyond these outward appearances was a fountain of psychic power, perhaps the most powerful psionic species ever created. Each of the neo-humans had enough psychic abilities to fight a tank bare-handed, heal the sick, and destroy people with but a thought. They combined the strength of a supernatural being with the abilities of a mind-melter. In the decades following the Coming of the Rifts, however, two groups of neo-humans chose different directions. The first one, nicknamed the "Neo-Abels," stayed with their "mother' s people," the mutant animals. The other group, the "Neo-Cains," abandoned their companions, motivated by a sense of superiority and contempt for all the "lesser" races.
The neo-humans were incredibly long-lived; those who haven ' t died by violence have lived for nearly 300 years so far, and they have shown little sign of aging. The amount of I.S .P. energy they manage to store seems to have an effect on the aging process; the more I.S.P. the neo-human can store, the more slowly he will age. As a result, even good neo-humans are very concerned with using their abilities under challenging conditions and thus grow more experienced and powerful.
In Achilles, neo-humans are viewed with ambivalent feelings. On the one hand, their value to the Republic is unquestioned; on more than one occasion, these psychics have saved the entire nation from supernatural entities, Cordoban conspiracies and Arkhon raids. On the other hand, their human appearance and haughty attitude leads to hatred and distrust. The fact that the most powerful of the mutants look human is a bitter pill for the animal mutants to swallow. Although the neo-humans are closer genetically to the mutant animals than to "real" humans, their looks and raw power are enough to inspire negative feelings. Suspicion, bickering and competition often mars the relations between neo-humans and their mutant brethren. As a result, a few neo-humans have left Achilles and now wander the Megaverse , working with such beings as demigods, dragons, cosmoknights, True Atlanteans and their like.
The number of neo-humans is very low (accounting for less than 1 % of all mutant animals). The "Neo-Abels" work within the Republic, acting as secret agents, special forces soldiers and other champions. Nobody knows what happened to the NeoCains. Some rumors claim these beings evolved even greater powers, and they have left Earth for other worlds. Others blame the "Cain-brood" for everything that goes wrong in the Republic, from crime to natural disasters, and often the finger is pointed to any neo-human who happens to be nearby. Some rumors claim that a band of supposed Neo-Abels have created a society of "Young Gods."

Neo Human Abilities
  • Arcane Background (Psionics) (8): A Neo Human begins with Arcane Background (Psionics) choosing three powers from the Psionics list, the Major Psionic, and Master Psionic Edges, and a d6 Psionics skill. Neo Humans begin with 20 ISP (10 ISP base, doubled by the Major Psionic Edge).
  • Perfectly Engineered (20): Neo humans do not receive attribute points to distribute, instead they begin with d10 in each attribute, this does not increase their attribute maximum.
  • Supernatural Transformation (1): A Neo human begins with the protection power.
  • Hyper Telekinetic (1): The Neo Human begins with the telekinesis power.
  • Telekinetic Flight (1): The character begins with the flight power, with the self only limitation.
  • Mind Wave (1): The character begins with the confusion power.
  • Touch of Health or Death (2): This psionic ability requires that the psychic touches the subject (body armor will not stop the touch, but power armor or the armor of a vehicle will). Activating either power costs 3 ISP and requires a touch attack.
    • If Health is chosen the subject may immediately make a Natural Healing roll, or remove poison from their system. (This is not the healing power and does not have access to those modifiers.)
    • If Death is chosen the subject immediately takes 3d6 mega damage (compatible with Blaster edges), and must make a vigor roll or be Stunned. (This is not the bolt or stun powers and does not have access to those modifiers.)

Hindrances
  • Above it All: Neo-Humans are overconfident and see themselves as above most challengers. they begin with the Arrogant hindrance.
  • Born Not Made: Neo-Humans are born from genetically enhanced stock. They do not select a race.
  • Cybernetics: Neo-Humans suffer −1 to the Psionics skill for each point of Strain.
  • Enemies: The Coalition and True Federation consider Mind Melters allied with enemy factions to be a dire threat, treating them with caution bordering on paranoia. They prioritize attacking them and hunt them with extreme prejudice.
  • Haughty: Neo-Humans see themselves as above others. Attempts to support them suffer a -2, unless the other is a godling, dragon, or true atlantean or other powerful supernatural being.
  • Restricted Path: Neo-Humans have no talent for magic or miracles. They cannot take any arcane backgrounds that use PPE, or Arcane Background Gifted.



Balance considerations: targeting ~30 points for primary magic users, and 2 points for racial build for a total of ~32 points.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Neo Human Psychic Character Class

Post by Venatus Vinco »

Point Wise it balances ok.

d10 in every attribute is kind of a big deal since their skills won't be capped early on and it makes a big deal to resistances.

I feel like they need some significant Complication to offset this. The current list is pretty vanilla.

VV
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Re: Neo Human Psychic Character Class

Post by Ndreare »

Venatus Vinco wrote: Mon Apr 13, 2020 10:59 am Point Wise it balances ok.

d10 in every attribute is kind of a big deal since their skills won't be capped early on and it makes a big deal to resistances.

I feel like they need some significant Complication to offset this. The current list is pretty vanilla.

VV
To be honest, they read pretty vanilla in the book mechanically. They remind me of True Atlanteans in that all their hindrance and stuff comes from flavor text, and environment not from mechanical weakness.

Hum,
I could drop it to d8 in each, but I do not know that they have room for 5 more edges in their description.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Neo Human Psychic Character Class

Post by Emi »

Autoraise is pretty nice to get for 1. Like, I notice TK and Flight cost 1 point each, with no benefit. Protection with an autoraise should maybe be 2?

And Touch of Death is 3d6 damage that isn't stopped by body armor. Also kind of a big thing to get for 1 point. Even if it is touch.
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Re: Neo Human Psychic Character Class

Post by Venatus Vinco »

haughty attitude leads to hatred and distrust
At least give them Overconfident and Outsider or something like that.

VV
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Re: Neo Human Psychic Character Class

Post by Snake Eyes »

Emi wrote: Mon Apr 13, 2020 11:16 am And Touch of Death is 3d6 damage that isn't stopped by body armor. Also kind of a big thing to get for 1 point. Even if it is touch.
I'd like clarification on this. Body armor doesn't prevent the touch, but is the damage 3d6 MD and applying to the total armor & toughness, or does this do away entirely with any protection from armor? If so, that's likely to be highly damaging even to things like dragons, borgs, etc.
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Re: Neo Human Psychic Character Class

Post by Ndreare »

Snake Eyes wrote: Mon Apr 13, 2020 12:16 pm
Emi wrote: Mon Apr 13, 2020 11:16 am And Touch of Death is 3d6 damage that isn't stopped by body armor. Also kind of a big thing to get for 1 point. Even if it is touch.
I'd like clarification on this. Body armor doesn't prevent the touch, but is the damage 3d6 MD and applying to the total armor & toughness, or does this do away entirely with any protection from armor? If so, that's likely to be highly damaging even to things like dragons, borgs, etc.
The damage still needs to overcome the armor. It is just completely useless to targets in PA or vehicles.

This is like mega bolt with no range and not versus PA or heavier limitations. Also stun touch required tacked on.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Neo Human Psychic Character Class

Post by Ndreare »

Venatus Vinco wrote: Mon Apr 13, 2020 11:24 am
haughty attitude leads to hatred and distrust
At least give them Overconfident and Outsider or something like that.

VV
Definitely a need add.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Neo Human Psychic Character Class

Post by Ndreare »

Emi wrote: Mon Apr 13, 2020 11:16 am Autoraise is pretty nice to get for 1. Like, I notice TK and Flight cost 1 point each, with no benefit. Protection with an autoraise should maybe be 2?

And Touch of Death is 3d6 damage that isn't stopped by body armor. Also kind of a big thing to get for 1 point. Even if it is touch.
I thought I took out the auto raise. I will fix it in a bit. That is from his hj table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Neo Human Psychic Character Class

Post by Snake Eyes »

Ndreare wrote: Mon Apr 13, 2020 12:24 pm
Snake Eyes wrote: Mon Apr 13, 2020 12:16 pm
Emi wrote: Mon Apr 13, 2020 11:16 am And Touch of Death is 3d6 damage that isn't stopped by body armor. Also kind of a big thing to get for 1 point. Even if it is touch.
I'd like clarification on this. Body armor doesn't prevent the touch, but is the damage 3d6 MD and applying to the total armor & toughness, or does this do away entirely with any protection from armor? If so, that's likely to be highly damaging even to things like dragons, borgs, etc.
The damage still needs to overcome the armor. It is just completely useless to targets in PA or vehicles.

This is like mega bolt with no range and not versus PA or heavier limitations. Also stun touch required tacked on.
Okay. That's much more reasonable.
Still no meaty drawbacks to neo-humans. Psychosis of some kind (Psyche degradation table?) is probably inherent in "perfect" beings.
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Freemage
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Re: Neo Human Psychic Character Class

Post by Freemage »

Yeah, the complete lack of drawbacks is making me reluctant to ever consider letting something (Arrogant isn't much of a drawback if you really are the best at everything, and
Haughty is a Major Hindrance (Suspicious), but with enough exceptions to make it Minor again (to-wit, if you can build the party so that it never comes up, then it's a Minor Hindrance at best--a team of dragons, TAs and Neos would be fully capable of Supporting one another without penalty).

And while I'm aware that a lot of PR write-ups have this issue, it's something the designers of SR have at least tried to avoid.
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Ndreare
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Re: Neo Human Psychic Character Class

Post by Ndreare »

Hum,
For balance comparisons I was thinking it is like a Mind Melter without the free rerolls or improved Mentalist ability. The attributes I was not that worried about as a Major Psi he will rarely need physical actions. So while they had point value, they where balanced within those ranges

I guess I could just make the character a Mind Melter or Psi-Warrior.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Ndreare
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Re: Neo Human Psychic Character Class

Post by Ndreare »

PS: I will hit the drawing board again. Since three of the commentators are also players in the same game. No need to push it.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Neo Human Psychic Character Class

Post by High Command »

Why not use a variation of One with Magic plus Mind Melter? I could see all stats starting at d6 and letting them spend their 5 points. I'll drop something in over th next day or so if you don't get another one up before then.
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Ndreare
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Re: Neo Human Psychic Character Class

Post by Ndreare »

No way to get 4 ranks of one with magic at novice.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Neo Human Psychic Character Class

Post by High Command »

This is just some spit balling from reading the entry again; This is not fully done. Use it to build ideas for your own work. This way you can add it to Mind Melter, Burster, Cyber-Knight, or even a retrapped version of Crazy (Psionic Berserker) - or just go MARS. It's powerful, more powerful than we normally like, but I think it accurately portrays how the race is described - if not how it is statted. The two most broken abilities become racial edges that offer mega-modifiers; a path not available to them unless they have Master Psionic, but really, how are they not going to have it?

Neo-Human Race:
(+6) Smarter, Fitter, and Spirited: The Neo-Human starts with a d6 in Smarts, Spirit and Vigor and their Racial maximum is raised to d12+1 in each.
(+4 pts) Natural Psionics: Neo-Humans begin with the Arcane Background (Psionics) Edge, a d6 Psionics skill, and the following three powers: confusion, healing, and telekinesis. If a Neo-Human chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework). The Neo-Human gains two additional powers to his starting total (e.g., a Neo-Human Burster starts with five powers).
(0 pts, just fluff) Long Life: As the Neo-Human grows in experience, they grow in life span. Ever Power Points edge grants another 20 years of life to their average life expectancy of 100 years.
(-1) Mistrusted: With the body of a divine being, significant psionic potential, and the attitude of a "superior" human, Neo Human mutants are spurned by many humans and mutants (in the Achilles Republic) alike but the reaction is more often disgust than hostility. They are "too perfect." Even when accepted as members of human or mutant society they are often not welcome in the highest social circles and may have difficulty fully pursuing romantic and professional relationships. Many human communities that accept D-Bees still find human mutants off-putting, in these cases their Reaction starts at Uncooperative.
(-2) Neo-Human Mutant Physiology: Neo Humans have Near-Human Physiology giving a −1 penalty to Healing skill rolls. Additionally, Cyberware just doesn’t work for this race. They can't take Iconic Frameworks which include cybernetics as an inherent ability (including the Juicer bio-comp system and Crazy M.O.M. implants) nor may they roll on the Cybernetics Benefits Table (see page 135).
(-1) Psionic Mutant: For reasons of biology the race either cannot access PPE. They can't take an Arcane Background which uses PPE or an Iconic Framework including such an Arcane Background.
(-2) Attitude to Match: All Neo-Humans are Arrogant about their worth and powers.
(-2) Faction Loyalty. Most Neo-Humans fall into the camps of Neo-Abels or Neo-Cains. Choose from one of the following.
  • Neo-Abel: To show their sincerity, cooperative Neo-Humans will adopt codes of ethics, gaining their choice of the Code of Honor, Heroic, or Obligation (Major) Hindrances.
  • Neo-Cain: Neo-Cains tend to be selfish and focused on their own goals, often at the expense of the community they live in. Choose from Greedy (Major), Impulsive, or Ruthless (Major).

Supernatural Transformation
[Racial Edge]
Prerequisites: Heroic, Master Psionics, Neo-Human, protection power
Gain a special Mega-Modifier to Protection.
* * Supernatural Transformation (+5 PP, increases upkeep of power by +2 PP): The Neo-Human gains the Unstoppable ability for the duration of the power. Requires the Mega-Damage (Heavy) Modifier be in use.

I tried to make this expensive, but usable. For that big fight you absolutely, positively, need to go toe to toe with a demon lord, you want this active, and then you stride forward like the bad ass you are.

Touch of Death [Racial Edge]
Prerequisites: Veteran, Master Psionics, Neo-Human
Gain a special Mega-Modifier to Healing.
* * Touch of Death (+4 PP). Instead of healing, you can instead draw vitality from the target: The power is opposed by the target's Spirit, and the caster suffers a −2 penalty to her roll if the target has a different Arcane Background than her own. Success drains enough life force to heal the caster of one wound or one level of Bumps and Bruises, two on a raise. This causes one level of Bumps and Bruises to the target, two on a raise.

I modeled touch of death after Drain PP. Bumps and Bruises covers the feel of the original power better than wounds or normal fatigue.

Use or modify this as you see fit. It's meant to be a resource, not telling you how to do it.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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