Psi-Nullifier (SWADE)

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Psi-Nullifier (SWADE)

Post by High Command »

Third draft of a Psi-Nullifier edge tree after Rob got done with it. The first one works for both Mind Melters and Nega-Psychics. Everything afterwards is for MM only. Psi-Nullifiers are made from potential MMs after all. Built off One with Magic/Adept and First Strike/Improved First Strike.

Psionic Null Void [Iconic]
Requirements: Novice, Mind Melter or Nega-Psychic, Smarts d8+.
Gain arcane protection as an Innate Ability with the self only Limitation. Heroes who already have arcane protection gain an additional trapping of the power that is self only and can be used an Innate ability.

Psionic Nullifier [Power]
Thanks to the very effective (if inhumane) training regimen developed by the Coalition, and adopted by others, a mind melter can learn to use his ability to protect against enemy powers in a reactive manner. 
Requirements: Novice, Mind Melter, arcane protection, dispel, Human or Psi-Stalker
While arcane protection is activated, the psychic can use dispel once per round as a free action against the first hostile arcane power or ability targeting him. This also applies if the Psi-Nullifier is in an area effect that would be affected by a power. No power modifiers can be applied to this reactive defense. 

Improved Psionic Nullifier [Power]
Requirements: Veteran, Psionic Nullifier
As above but the hero may dispel up to three powers each round.
First and Second Draft
Second draft of a Psi-Nullifier edge tree. I made it iconic. The first one works for both Mind Melters and Nega-Psychics. Everything afterwards is for MM only. Psi-Nullifiers are made from potential MMs after all. Built off One with Magic and First Strike/Improved First Strike.

Psionic Null Void [Iconic]
Requirements: Novice, Mind Melter or Nega-Psychic, Smarts d8+.
Gain arcane protection as an Innate Ability with the self only Limitation. Heroes who already have arcane protection gain an additional trapping of the power that is self only and can be used an Innate ability.

Psionic Nullification [Iconic]
The Psi-Nullifier learns to use his ability to use protect against enemy powers in a reactive manner.
Requirements: Novice, Mind Melter, arcane protection, dispel, Human or Psi-Stalker
While arcane protection is activated, the psychic can use dispel once per round as a free action against the first hostile arcane power or ability targeting him. This also applies if the Psi-Nullifier is in an area effect that would be affected by a power. No power modifiers can be applied to this reactive defense.

Improved Psi-Nullification [Iconic]
Requirements: Heroic, Psonic Nullification
As above but the hero may dispel up to three powers each round.

First draft at a Psi-Nullifier edge tree. I made it iconic. The first one works for both Mind Melters and Nega-Psychics. Everything afterwards is for MM only. Psi-Nullifiers are made from potential MMs after all. Built off Adept and First Strike.

Psionic Null Void [Iconic]
The Psi-Nullifier is trained through reflex to be able to inhibit the effects of powers on himself.
Requirements: Novice, Mind Melter or Nega-Psychic, arcane protection power, Smarts d8+, Human or Psi-Stalker
The arcane protection power gains a new trapping which has the self only limitation, but can be used as an innate ability.

Psionic Nullification [Iconic]
This unlocks the true reactive ability of the Psi-Nullifier
Requirements: Novice, Mind Melter, Psionic Null Void, dispel power, Spirit d8+
Once per turn the hero (if not Shaken) gets a free action to use dispel against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.

Improved Psionic Nullification [Iconic]
With practice the Nullifier becomes able to do it more often.
Requirements: Heroic, Psionic Nullification
As above but the hero may dispel up to three powers each round.

Automatic Psionic Nullification [Iconic]
Eventually, the nullification of incoming powers becomes second nature.
Requirements: Legendary, Improved Psionic Nullification
As above but the hero may dispel any number of powers leveled at him each round. Also, the penalty for dispelling powers from other arcane backgrounds is reduced to 0.
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"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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Re: Psi-Nullifier (SWADE)

Post by High Command »

This for Rob's 99 game and it's a first attempt at using First strike to create a workable psi-nullification that actually interrupts the enemy.
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Re: Psi-Nullifier

Post by Ndreare »

Psionic Null Void does not seem like enough for an edge.
Perhaps add "In addition the Mind Melter only suffers 1/2 the penalty when using his own powers and targeting himself."


Psionic Nullification should say Void not Voice under requirements.
I think it should activate versus the first spell period. Save the GM from working 12 contingencies for every spell possible.
Wording needs added. "Only the base disposal effect is used, no modifiers can be applied to this reactive defense."
This matches Fighting not being augmented by sweep and frenzy.


Not a fan of the fourth option. It feels more powerful than the tone of SWADE. But am open minded to it in the right circumstance.


All of these can be frustrating to deal with if a player is not available to counter roll. I would think for PBP the player would need to agree the GM can roll the dispells under most circumstances.
  • 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!
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Re: Psi-Nullifier (SWADE)

Post by Pender Lumkiss »

A good example of a edge that attempts to duplicate another iconic frameworks ability is the psi-blade, but no matter what it is just never as good. If the nega psychic is not something you can turn into whatever you are trying to play whatever edges you are using to make it should not ever get to the same place the nega psychic is at no matter how many edges and requirements you stack.
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Re: Psi-Nullifier (SWADE)

Post by Pender Lumkiss »

Probably the only edge I would do...

PSI-Nullification Requirements: Veteran, Master Psionic, arcane protection, dispel.

A powerful manifestation of the ability to nullify the arcane through reflex and response. The psi simply activates her arcane protection power, summoning a field of anti magic that can be used to dispel any power once a turn that targets the master psi as if they were on hold.

I think that would be inline with the psi blade. Anyways, if I were to do it, that is what I would do. Feel free to call me silly or whatever name comes to mind. Peace.
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Re: Psi-Nullifier (SWADE)

Post by High Command »

After input from Rob, Pender, and VV I am coming back with this. it removes the legendary option entirely. AP doesn't penalize the recipient, unlike the edge. It only works against hostile powers. So I used that same language here.

Psionic Null Void [Iconic]
Requirements: Novice, Mind Melter or Nega-Psychic, Smarts d8+.
Gain arcane protection as an Innate Ability. Those who already have this power gain an addition trapping of the power that has Innate ability to use with it.

Psionic Nullification [Iconic]
The Psi-Nullifier learns to use his ability to use protect against enemy powers in a reactive manner.
Requirements: Novice, Mind Melter, arcane protection, dispel, Human or Psi-Stalker
Once per round, while Arcane Protection is activated, the psychic can use dispel against the first hostile arcane power or ability that is targeting him as a Free Action. This counts also if the Psi-Nullifier is in an area effect and would be affected by the power. No power modifiers can be applied to this reactive defense.

Improved Psi-Nullification [Iconic]
Requirements: Heroic, Psonic Nullification
As above but the hero may dispel up to three powers each round.
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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Re: Psi-Nullifier (SWADE)

Post by Ndreare »

Small change to the first one. Then it looks like we have a winner. Added self only to the AP

Psionic Null Void [Iconic]
Requirements: Novice, Mind Melter or Nega-Psychic, Smarts d8+.
Gain arcane protection as an Innate Ability with the self only Limitation. Heroes who already have arcane protection gain an additional trapping of the power that is self only and can be used an Innate ability.

Psionic Nullification [Iconic]
The Psi-Nullifier learns to use his ability to use protect against enemy powers in a reactive manner.
Requirements: Novice, Mind Melter, arcane protection, dispel, Human or Psi-Stalker
While arcane protection is activated, the psychic can use dispel once per round as a free action against the first hostile arcane power or ability targeting him. This also applies if the Psi-Nullifier is in an area effect that would be affected by a power. No power modifiers can be applied to this reactive defense.

Improved Psi-Nullification [Iconic]
Requirements: Heroic, Psonic Nullification
As above but the hero may dispel up to three powers each round.
  • 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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Re: Psi-Nullifier (SWADE)

Post by Pender Lumkiss »

2. Null void: Unlike the Nega-Psychic, the Psi-Nullifier is not closed to the world around him, but he is closed to other psychics and location and sensing magic. Thus, fellow psychics cannot sense his presence, see his aura, sense psionics in him, sense his P.P.E., or remotely view him. They can pick up unshielded emotions and surface thoughts via Empathy and Telepathy, but that can be prevented via Mind Block. Likewise, magic that senses anything about a person, dominates or controls a person (calling, dominations, etc.) are powerless against the Psi-Nullifier; he's impervious to them.

Isn’t this conceal arcana? I am not really getting arcane protection, but more like an inmate conceal arcana ability.

Also given how the designers structured the possession edge, they clearly made it for mind melters but did not label it iconic to them. So I am wondering if these need to be an iconic edge as well.

Not really a fan of improving the dispel ability above. Psi blade gets no similar treatment.

As much as I hate to admit... Why not just make the IF using parts from MM and Nega psychic.

MM conceal ability
Nega psychic dispel
MM spell list, major, master, d6 psionics
Immune to mind control.
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Re: Psi-Nullifier (SWADE)

Post by High Command »

My issue is I'm trying for an edge fix and not a full IF treatment this early in the process. Edges are easy to fix on a character as opposed to a full IF which needs redone.
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Re: Psi-Nullifier (SWADE)

Post by Pender Lumkiss »

Here are is the IF:

MM conceal ability
Nega psychic dispel
MM spell list, major, master, d6 psionics
Immune to mind control.
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Re: Psi-Nullifier (SWADE)

Post by Pender Lumkiss »

Psi-Nullifiers

Psi-nullification: The Psi can use dispel at will, at any time as if on Hold, as a free action. Use her Spirit to roll at no penalty for different Arcane Backgrounds. In addition, she gains the Mega Power Modifiers to dispel.

Null Void: the Psi have the ability to conceal arcana as an Innate Ability with the reduced Power Points cost from the Range (Self) limitation; may be used with all Power Modifiers. In addition to other effects, Null Void makes the psi immune to mind control.

Psi Nullifiers are as flexible as a mind melter although do not start with their raw power. They can choose powers off the mind melters definitive list of psionic powers, with access to the following (Rank permitting): arcane protection, barrier, blind, bolt, boost/lower Trait, confusion, damage field*, darksight*, deflection, disguise, divination, elemental manipulation, empathy, entangle, environmental protection, farsight*, fear, fly*, havoc, healing, illusion, intangibility*, invisibility*, mind reading, mind link, mind wipe, object reading, protection*, puppet, relief, sloth/ speed, slumber, smite*, sound/silence, speak language*, stun, telekinesis, warrior's gift*. All powers marked with an asterisk (*) have the Range (self) limitation; ISP costs are reduced accordingly.

Arcane Background (Psionics): A Psi Nullifier begins with Arcane Background (Psionics) choosing three powers from the list above, Major Psionic, and Master Psionic Edges as well as a d6 Psionics skill. Psi Nullifiers begin with 20 ISP (10 ISP which is doubled by Major Psionics).

Then add in your standard array of complication, probably human or psi stalker only, hunted by fed, maybe some kind of feared deal.

Complication: Scar of Power, choose a Hindrence( 1 major or 2 minors) either physical or mental that connects to the powerful supernatural event that brought forth the psi nullifiers latent abilities.

Disruptive: I was thinking some kind of uncontrolled anti magic feild in addition to the normal backlash effects.
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Re: Psi-Nullifier (SWADE)

Post by Ndreare »

I am not a fan of taking the more powerful ability of another Iconic framework when there is a edge that can be converted simply by changing the words Fighting to Dispel.

It really sits wrong in my head.

I will think on 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: Psi-Nullifier (SWADE)

Post by Pender Lumkiss »

Well this is pretty much the nega psychic, but dropped the greater arcane protection for, immune to mind control, conceal arcana, the mind melter power list. Swapped brave and iron will for major and master psionic. Oh and dropped the rapid healing.

For some reason, maybe cause I reread the savaging your favorite rifts ideas, I like the idea of just taking the right parts of other frame works to make something that fits an OCC/RCC rather than a line of edges.

Don’t get me wrong, if we could turn a MM into a psi nullifier with a single edge I would be in. But when we are looking at three (I know Patrick wants 4), I think we are going the wrong direction. I do wonder if the one with magic edge might be something to mess with to see if psi nullifier could be unlocked that way...

What I presented is pretty simple.

I would caution against just swapping words in edges, fighting for magic in this case. While trappings are perfectly fine it is clear they have no mechanical meaning or if they have one it is small. Swapping fighting for magic, or arcane or shooting fundamentally changes the nature of the edge. How would it work with area attacks? Opposed rolls? Just some of the questions that come to mind. Nega psychic shows us the way, lets follow it and tool around with it. Maybe Tribe could even do one of those famous point analysis?
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Re: Psi-Nullifier (SWADE)

Post by Ndreare »

Hum,
Some thinking will need done.

But to me the first edge is like a modified version of adept, while the others are simple modifications of first strike. I see that as well within the SWADE approach for creating new edges as found in the Game Masters guide section "Under the Hood" found on page 93 and 94.

I do not think one is right or wrong, so much as worry the Nega-Psychic ability is too powerful for an add on feature to a framework.

Either way we can see it in use and see how it works out. But there are a lot of questions about the Nega-psychic ability and i do not like the infinite use, or the giving access to power modifiers.


The approach of making it a custom framework as listed with; MM conceal ability, Nega psychic dispel, MM spell list, major, master, d6 psionics, and Immune to mind control. Can be potentially workable. but then we are bringing in a whole new framework.
  • 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!
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Re: Psi-Nullifier (SWADE)

Post by Venatus Vinco »

RFT can test it in his game in a way that works for him and his group.

Making new IFs is super fun, I love doing it, but if we can get away with some edge variations then we're all good.

Besides, it's for @High Command , I don't want anyone working too hard.

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Re: Psi-Nullifier (SWADE)

Post by High Command »

Third draft of a Psi-Nullifier edge tree after Rob got done with it. The first one works for both Mind Melters and Nega-Psychics. Everything afterwards is for MM only. Psi-Nullifiers are made from potential MMs after all. Built off One with Magic/Adept and First Strike/Improved First Strike.

I do not want to do an IF for this. It's meant as a modifier to Mind Melter, not a full IF.

Psionic Null Void [Iconic]
Requirements: Novice, Mind Melter or Nega-Psychic, Smarts d8+.
Gain arcane protection as an Innate Ability with the self only Limitation. Heroes who already have arcane protection gain an additional trapping of the power that is self only and can be used an Innate ability.

Psionic Nullification [Iconic]
The Psi-Nullifier learns to use his ability to use protect against enemy powers in a reactive manner.
Requirements: Novice, Mind Melter, arcane protection, dispel, Human or Psi-Stalker
While arcane protection is activated, the psychic can use dispel once per round as a free action against the first hostile arcane power or ability targeting him. This also applies if the Psi-Nullifier is in an area effect that would be affected by a power. No power modifiers can be applied to this reactive defense.

Improved Psi-Nullification [Iconic]
Requirements: Heroic, Psonic Nullification
As above but the hero may dispel up to three powers each round.
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Re: Psi-Nullifier (SWADE)

Post by High Command »

This is how I changed it and added to it. This is also in Castle Refuge on the PEG boards

Psionic Null Void [Iconic]
Requirements: Novice, Mind Melter or Nega-Psychic, Smarts d8+.
Gain arcane protection as an Innate Ability with the self only Limitation. Heroes who already have arcane protection gain an additional trapping of the power that is self only and can be used an Innate ability.

Psionic Nullifier [Power] Power seems a better fit than iconic - matches the combat category - but for powers :P
Thanks to the very effective (if inhumane) training regimen developed by the Coalition, and adopted by others, a mind melter can learn to use his ability to protect against enemy powers in a reactive manner. 
Requirements: Novice, Mind Melter, arcane protection, dispel, Human or Psi-Stalker
While arcane protection is activated, the psychic can use dispel once per round as a free action against the first hostile arcane power or ability targeting him. This also applies if the Psi-Nullifier is in an area effect that would be affected by a power. No power modifiers can be applied to this reactive defense. 

Improved Psi-Nullification [Power] This one is power because the first one is
Requirements: Veteran, Psionic Nullifier
As above but the hero may dispel up to three powers each round.

Psionic Interference [Power] This one is power because the first one is
Requirements: Heroic, Psionic Nullification
If an ally has Arcane Protection that you activated, you may attempt to interdict enemy powers meant for them. If the ally is within Smarts range and targeted by an enemy's powers, you may instead dispel that power instead of one targeting you. You must otherwise abide by the limitations of Psionic Nullifier (and its Improved version)  
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Re: Psi-Nullifier (SWADE)

Post by Ndreare »

I am not liking psionic interferance.

It may take time, but it feels strange in the heart of combat to ignore the effect you are dealing with to affect another ability.
  • 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!
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Re: Psi-Nullifier (SWADE)

Post by High Command »

@Venatus Vinco suggested today to use Shift the Arcane as a guideline. It allows a Shifter to steal powers from others. So instead we'll use it here to simply cancel the power, but open it up to pretty much any power (instead of the limited power list of the Shifter). Here is what it would look like. It replaces the proposed edge above.

Psychic Interference [Iconic]
Requirements: Seasoned, Mind Melter, Psi-Nullifier
Psychic Interference allows the Mind Melter to alter—or "interfere in"—the course of arcane abilities. The Mind Melter may use this Edge at any time as if on Hold, as a free action against any power.
This Edge must be used as a power is being activated. The Psi-Nullifier expends half the Power Point cost of the power to be interfered with, and makes an opposed roll of arcane skills versus the caster. If the Psi-Nullifier wins, he allows the power to simply dissipate as if it were not cast. With a raise, the original caster is Distracted.
Tales of the 17th SOG
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Re: Psi-Nullifier (SWADE)

Post by Venatus Vinco »

Per hangouts.

Looks clean and simple, be hard to execute in PbP but ok at the table.

Since there is no limit on power types, like the shifter, consider adding a -2 for non-psionic power types or -1 per rank of power being cast.

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Re: Psi-Nullifier (SWADE)

Post by High Command »

The -2 for non-similar AB would apply anyway. I can include that if it would help though. It's worth noting it's actually significantly more expensive than simply dispelling the power. But thematically it fits better for Interference.
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Re: Psi-Nullifier (SWADE)

Post by High Command »

Rewritten imposing the dispel penalty and making it cost more than Dispel. Also incorporates the Nega-Psychic's wording on interrupt. Also put a range limit on it as well. That can be a real limitation as recent Roll20 games have taught me.

Psychic Interference [Iconic]
Requirements: Seasoned, Mind Melter, Psi-Nullifier
Psychic Interference allows a Psi-Nullifier Mind Melter to alter—or "interfere in"—the course of arcane abilities.
The Psi-Nullifier may use this Edge at any time (automatically interrupting actions), as a free action against any power activated within Smarts range. This Edge must be used as a power is being activated. The Psi-Nullifier expends half the Power Points invested by the original caster (minimum 2) of the power to be interfered with, and makes an opposed roll of arcane skills versus the caster (with a −2 modifier if the rival's power is of another type such as magic, miracles, techno-wizardry, or weird science). If the Psi-Nullifier wins, he allows the power to simply dissipate as if it were not cast. With a raise, the original caster is Distracted.
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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Re: Psi-Nullifier (SWADE

Post by Pender Lumkiss »

No. Its like giving them a joker for interrupting. Not even the nega psychic can interrupt at any point? I also realize the psi nullifier is not the nega psychic. But really are the edges needed. Adept works for the first one. Th other two are iconic abilities from the nega psychic. I would just make an IF combining the relevant parts of the mind melter with the nega psychic dispel and call it a day.

It seems like there is such an easier way to do this.

While it looks easy to take concepts like first strike, and counter attack that let you do something when someone else does something. I would keep in mind, counter attack only happens if they miss. First strike is also limited to if they move adjacent. Its not retrapping to change the melee attack to a power of choice and let it work anytime the character is targeted or within an area affect. That is fundamentally tinkering under the hood.

Like would you support a mage doing bolt anytime they are targeted by a spell or area effect?
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Re: Psi-Nullifier (SWADE)

Post by Venatus Vinco »

While I am okay with messing around with these ideas I really want to stress that we need to run things as written for a while before we start tinkering.

I think the nega-psychic does enough of what's needed for now.

But it's still fun to mess around.

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Re: Psi-Nullifier (SWADE)

Post by High Command »

I think the nega-psychic does enough of what's needed for now.
That's certain a valid opinion. It's just not one I share.
Pender Lumkiss wrote: Sun Sep 29, 2019 2:20 pm No. Its like giving them a joker for interrupting. Not even the nega psychic can interrupt at any point?
Actually, here is the updated wording for Nega-Psychic which more accurately should be applied to Shift the Arcane as well. It has similar issues to the Disrupt ability.
Sean Roberson wrote:Disrupt Magic: A Nega-Psychic can use dispel any time (automatically interrupting actions) as a free action, rolling Spirit at no penalty for different Arcane Backgrounds. When activating dispel ISP costs are paid normally, and she may use Modifiers she has access to.
Pender Lumkiss wrote: Sun Sep 29, 2019 2:20 pmI also realize the psi nullifier is not the nega psychic.
No, it is not. It is a full master psychic with a wide range of powers that trades the near invulnerability of the Nega-Psychic for the ability to interrupt enemy arcane users and stop them from doing things - both to them and those they protect - in a reflexive manner that is not just self defense oriented (though that is where they start, as all things must). They are not armored juggernauts like the Nega-Psychic, they are tower shield specialists to use a fantasy analogy. Protecting those around them is literally a part of what they do and are traumatized into learning how to accomplish. Nega-Psychics are naturally occuring. Psi-Nullifiers are not. Psi-Nullifiers are better able to protect a group.
Pender Lumkiss wrote: Sun Sep 29, 2019 2:20 pmBut really are the edges needed. Adept works for the first one. Th other two are iconic abilities from the nega psychic. I would just make an IF combining the relevant parts of the mind melter with the nega psychic dispel and call it a day.
It seems like there is such an easier way to do this.
This is an iconic edge, which means it's actually hard to get, and requires a Power edge (one HJ result grants it), and doesn't count for me that I ALSO have to build up the other aspects of my concept - Power Armor usage. By the time I can use this, feats like this will not be that amazing. And it requires I spend half as much PP to interrupt and simply end an effect. And I should note anything I build Rob is going to as well. And that means like a Shifter with Shift the Arcane.
Pender Lumkiss wrote: Sun Sep 29, 2019 2:20 pmWhile it looks easy to take concepts like first strike, and counter attack that let you do something when someone else does something. I would keep in mind, counter attack only happens if they miss. First strike is also limited to if they move adjacent. Its not retrapping to change the melee attack to a power of choice and let it work anytime the character is targeted or within an area affect. That is fundamentally tinkering under the hood.

Like would you support a mage doing bolt anytime they are targeted by a spell or area effect?
You mean like the Shifter already does with Shift the Arcane? Unlike what I am suggesting - they literally take control of the spell and redirect it where they want - including back at the caster. It's also Seasoned and Iconic to Shifters. I actually ADDED prerequisites. Also Shift the Arcane is unlimited in range and can be done as long as you have PPE. Oh, that's right, a Shifter that has the trust of his summons (say an evil one) can literally pull on his AND his summon's PPE as a free action.

Reigning the snark back in, I actually severely limited the effectiveness of what I am proposing the psi-nullifier get. I could add in the gambling aspect from Palladium I guess (you pitch so much into defense and it either limits the spell or causes it to fail entirely), but I'm not sure I like that idea.
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Re: Psi-Nullifier (SWADE)

Post by Pender Lumkiss »

Good points.

The edges are not quite there. I’ll think about it some more. Like VV said house rules for edges should be on the back burner.
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Re: Psi-Nullifier (SWADE)

Post by High Command »

I'm glad that works for the concept you've been playing since you started playing in one of the games you're in. Me, not so much. This isn't house rules anyway - this is Community Projects. At most this will affect one GM. If he even buys into it. LC is not a nega-psychic. His deal has NEVER been "you can't affect me" it's always been "You can't affect my people, as well as me."
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Re: Psi-Nullifier (SWADE)

Post by Pender Lumkiss »

Ok. Sorry I could not be of more help.
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