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psionic and magic

Posted: Mon Sep 24, 2012 4:30 am
by oger333
anyone use psionics or magic in there games , or any ideas for classes or powers/ablites

Re: psionic and magic

Posted: Mon Sep 24, 2012 11:04 am
by Icefalcon
oger333 wrote:anyone use psionics or magic in there games , or any ideas for classes or powers/ablites

I don't think that either belong in the game.

Re: psionic and magic

Posted: Wed Sep 26, 2012 11:46 am
by Icefalcon
Mynameisnatan wrote:
Icefalcon wrote:
oger333 wrote:anyone use psionics or magic in there games , or any ideas for classes or powers/ablites

I don't think that either belong in the game.

The zombies are magic based though.

Aside from their ability to sense PPE and heal when they feed, not really. If you take away both of those abilities like most people here do, then there is nothing magical about them.

Re: psionic and magic

Posted: Wed Sep 26, 2012 8:21 pm
by Nightmask
Icefalcon wrote:
Mynameisnatan wrote:
Icefalcon wrote:
oger333 wrote:anyone use psionics or magic in there games , or any ideas for classes or powers/ablites

I don't think that either belong in the game.

The zombies are magic based though.

Aside from their ability to sense PPE and heal when they feed, not really. If you take away both of those abilities like most people here do, then there is nothing magical about them.


They're animated corpses, how can that not constitute being magical? Plus since they do actually sense PPE and heal when feeding on the victims you can't handwave that away to try and strengthen your case because they do have them.

Re: psionic and magic

Posted: Wed Sep 26, 2012 9:43 pm
by Epically
I'd say supernatural, not magical.

However, in saying so, there is magic, mutations (good and bad) and psionics in my game.

Re: psionic and magic

Posted: Thu Sep 27, 2012 1:24 am
by Trooper Jim
I could see a low powered magic setting. Maybe O.C.C. and P.C.C. from BtS.

Re: psionic and magic

Posted: Sun Oct 07, 2012 11:12 am
by flatline
I don't think I'd allow anyone the power to fly or levitate. Being able to easily escape from a convergent mob by going over their heads removes pretty much the whole element of danger presented by the zombies in the first place.

--flatline

Re: psionic and magic

Posted: Sun Oct 07, 2012 11:16 am
by Icefalcon
flatline wrote:I don't think I'd allow anyone the power to fly or levitate. Being able to easily escape from a convergent mob by going over their heads removes pretty much the whole element of danger presented by the zombies in the first place.

--flatline

If you are going to use magic, then have flying zombies.

Re: psionic and magic

Posted: Sun Oct 14, 2012 4:06 pm
by Tor
Mynameisnatan wrote:The cultists also know how to channel PPE so they technically are magic users.

Not sure that technically qualifies as magic. That's not the only thing PPE can be channeled to do. Are nega-psychics magic users? Larhold Human Renegades? The cultists are the likeliest candidates to learn anything in DR though, will give you that.

Re: psionic and magic

Posted: Thu Oct 18, 2012 12:40 pm
by Josh Hilden
Magic and psionics were always envisioned as a very thin veneer on the game world and were intended to be easily removed to suit the tastes of the players and GM's.

Re: psionic and magic

Posted: Sat Dec 22, 2012 3:18 pm
by Yendor
Not really, since most I know don't like Dead Reign as is, or the zombie genre in general. However, it all depends on how your zombies are active. One example.

"[b]Mask I.S.P. & Psionics[\b]: One of us. One of us. Heh, sorry. Psychics using this ability only have to worry about masking their scent from zombies (it basically renders them invisible to the zombie’s ability to sense P.P.E., since it also affects the ability of see aura, which one could say it functions along the same lines of sense P.P.E.)."

Re: psionic and magic

Posted: Sat Dec 22, 2012 8:42 pm
by eliakon
My answer is "it depends on the tone of the game you wish to run" Some GMs and groups might like the idea of magic or psionics, others might find it so out of place they remove the PPE systems. Its all about what sort of story your looking to run/play.

Re: psionic and magic

Posted: Sun Jan 27, 2013 9:23 pm
by scottypotty
I don't think magic fits the theme. Other games would be better suited, just add zombies. Characters aren't supposed to have the upper hand. But it's each GM's choice to use any of the books as they see fit. Personally, I don't think PPE should even be in the game. But cultists need something to be relevant, otherwise they're just a collection of disturbed individuals.

Re: psionic and magic

Posted: Tue Jan 29, 2013 6:19 pm
by Icefalcon
In the long run, the explanation I like for zombies is some kind of virus that keeps the feral parts of the brain working.

Re: psionic and magic

Posted: Tue Jan 29, 2013 6:21 pm
by Josh Hilden
The way the setting (when it was still a specific setting) was conceived and written magic and psionics were flavor and background more than anything else, the sugar on the donuts.

As printed I would probably eradicate the ppe, magic, and psionics that are implied.

Re: psionic and magic

Posted: Tue Jan 29, 2013 6:24 pm
by Icefalcon
I am flexible. If the whole setting has magic and psionics, then that is what I run with. If there is no magic, I run with that. The way it was presented as "kinds-sorta, psuedo-magical" is what makes it undesirable to run the way it is.

Re: psionic and magic

Posted: Fri Aug 02, 2013 3:49 am
by Tor
Yendor wrote:"[b]Mask I.S.P. & Psionics[\b]: One of us. One of us. Heh, sorry. Psychics using this ability only have to worry about masking their scent from zombies (it basically renders them invisible to the zombie’s ability to sense P.P.E., since it also affects the ability of see aura, which one could say it functions along the same lines of sense P.P.E.)."

Masking ISP and psionics doesn't mask your PPE, I think you're thinknig of the OTHER power from Psyscape.

The world could still be pretty scary for a lot of psychics (even masters could get challenged by the pure MASS of enemies) and even mages.

Admittedly, spells like Fly like the Eagle would be incredibly useful, but even those only last so long, and if you set down on top of some new building: eventually you're going to need to rest and get your PPE back. Is the building secured from zombies so you can meditate or sleep? Is there a cult read to capture you?

One option for bringing magic into this world making it harder to exploit would be to utilize the sorcerous disadvantage in TTGD of 'ritual only' so that any magic you use would take a long time to prep, adding a lot of suspense as your friends fight off zombies while you cast the spell, and limiting the whole instant-escape-via-flight trick.