Maddox

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Name
Armorjacket200px.png
Illusionist
Gifted in Seattle
davyj0nes
MetatypeHuman Mage
Street Cred0
Notoriety1
Public Awareness0
Titles and Awards0
D.O.B.8/8/2053
FolderGoogleDrive
Priority
B - Attributes
B - Skills
A - Magic/Resonance
E - Metatype
E - Resources

Character Information

Summary

Maddox is a psionic mage new to Seattle.

Goals

Maddox goal is to become a shadowrunner.

Backstory

Indigo Griffin was born on 2053, to a middle-class family in Sacramento, Cal Free State. At a very young age Indigo was plagued with nightmares. Of course, his parents would tell him to go back to bed if it wasn’t that damn cat watching him it would be that frightening animatronic robot. With no one to turn for help, Indigo had to gather up the courage and killed the nightmare spirit that had tormented him. In 2066, at the age of 13 awakened. Indigo's parents we're visibly upset and sent him away to the Psionics Studies Institute in New Jersey. It was here that Indigo would learn to control psionic abilities, travel the astral realm, and bed educated in magical traditions. Eventually, after graduating 6 years later and with no prospects decided to move to Boston with other graduating students. From 2072 until 2076 this band of young psionics committed small crime to make ends meet. It was on the mean streets of Boston that Indigo learned about magical security, awakened gangs, how to spot awakened hangouts, spot magical traps, and hang out with SURGE'd folk.In 2076 Boston was locked down, due to the CFD outbreak. All of Indigo's friends died trying to escape the city. Indigo escapes and survives in the wildlands with the help of his cat mentor spirit. Of course, Indigo doesn’t believe in mentor spirits and considers the cat to be an unconscious part of his psyche that came forward to help him survive. In 2078 Indigo lands in Seattle and into the hand of Djinn, owner of a SURGE'd strip bar and fixer. Djinn offered Indigo a step up from failed small-time criminal to a shadowrunner. With nothing to lose Indigo plans to make as much money as he can and live long enough to spend it and retire, maybe move back to California if he can ever forgive his parents.

Narrative Significant Qualities

Positive Qualities

  • Psionic Magician
  • Astral Chameleon
  • Mentor Spirit: Cat
  • Focused Concentration R1
  • Perfect Time

Negative Qualities

  • Consummate Professional
  • Phobia; Uncommon (CFD/Headcase)
  • Spirit Bane: Nightmare Spirits
  • Toy with your Prey (Charisma+Willpower)(3)

Run History

  1. Polling Places
  2. Dude where's my corpse? E2

Affiliations

Contacts

  • Djinn - Connection 5, Loyalty 2 - Fixer
  • Clyde - Connection 2, Loyalty 3 - Cabbie
  • Alessa P - Connection 4, Loyalty 2 - Daze Bar Owner
  • Jerry - Connection 3, Loyalty 1 - Sasquatch Traveler

Organizations

Allies

Enemies

In Character Information

SINs

R4 Jack Coleman (UCAS)

Appearance

Clothing

Maddox likes to keep things business casual with a grey dress shirt, red necktie, black leather belt, black chinos, and a pair of black leather ankle boots.

Matrix Icon

JackofHearts-MatrixIcon.jpg

Streaming

Hi, I have a twitch channel and would love to stream your shadowrun!

  1. [Polling Places]

History of Psionics

Psionics is a weird tradition for a mage. You are a 'mage' but don't believe in magic that is absurd! It might interest you to know that originally, Psionics was going to be their own thing within the Shadowrun universe. In this section, I will attempt to piece together the aborted history, and offer some help to those that would like to play a Psionic mage. This section should also be helpful for any GM's that have me on their run, and maybe even Catalyst Game Labs!

In 1994 Ken Dye asked members of the ShadowRN mailing list if they were familiar with the GURPS and Cyberpunk rules for psionics and how they felt about adding them in Shadowrun 2. This set off a storm of activity on the mailing list on how best to implement mental powers into Shadowrun. After four days the topic was moved to NERPS, (Net Enhancement for Role-Playing Shadowrun) mailing list, and over the next two weeks psionic material produced. (NERPS: Lost and Found)

What is Shadowrun Psionics? Unfortunately, we’ll never know truly how Psionics were meant impact the game. What we do know is that they were very similar to how mages worked. They had/have their own magic pool, call Psionics Pool. Psionics had two new skills Psionic Manipulation which allows the character to control and manipulate psionic energy, and Psionic Theory. Psionic Theory provides the character with an understanding of how psionics works and is vital to gaining new abilities. In essence, Psionic Manipulation is the stand in for Spellcasting, and Psionic Theory is Arcana. We know that instead of Spells there were disciplines and within each discipline were abilities.

Psionic Disciplines vs Spell Categories
???? Combat
Clairvoyance Detection
Psychometabolics Health
Telepathy Illusion
Telekinesis Manipulation
Divination ??????
Cyberpsionics ???Technomancy???


Resources

By following this LINK, you will have access to all of the pdf's I could find across the internet that speak about Psionics. Additionally, this WEBSITE, also sheds light onto Psionics.

Timeline

In order to help me provide backstory to my Psionic characters I created a timeline of macro events to help ground them in the Shadowrun universe.

  • 2011 Magic returns to the world.
  • 2034 Cross Applied Technology Founded.
  • 2050: Psionics is discovered at Massachusetts Institute of Technology and Thaumaturgy by Hermetic mages and thermaturgical scientists.
  • 2060 Cross Applied Tech granded AAA status and court seat.
  • 2064 Matrix crash 2.0
  • 2065 Cross Applied Tech downgraded to A status and loses court seat.
  • 2065 Pierre DuBois flees Quebec after the fall of Cross Technologies to Paris. Pierre DuBois is the mentor for the Psionic tradition.
  • 2076 CFD outbreak in Boston.
  • 2078 Current in game year.

Semantics

Since Psionics have been reduced to being just another traditions mages can choose from, the problem of the psionic mage is merely semantics.

  • Astral Realm- Doesn't matter if you are practicing Psionics, Shamanism, Hermetic, or Voodun we all know this place.
  • Spirits- Psionic Mages don't summon spirits, we create thought forms. I personally like to use Pyrokinetic Construct for Fire spirits, Hydrokinectic Construct for Water spirits ect.
  • Spells- Psionic Mages don't cast spells we Project.
  • Mentor Spirits- Psionic mages can have mentor spirits. It is just that for the Psionic it is a part of himself. See Kyle Baldwin of 4400 fame.
  • Reagents- There is no set reagent for Psionic mages, but for me its monoatomic gold powder.
  • Foci- Psionic Foci are gemstones and crystals that offer psychic power. This SITE has some suggestions.

Spirits and Spells

We can do everything that other mages can do. It's just that our wording is going to be more comicbook like.

The spirits available to Psionics are
Combat Fire Pyrokinetic Construct
Detection Air Aerokinesis Construct
Health Man Vitakinesis Construct
Illusion Guidance Hallucikinesis Construct
Manipulation Task Telekinesis Construct

Spells for Psionics are called abilities. They are hypnosis tapes you purchase and listen to over the number of days it take to learn (Spellcasting ranks+Intuition)/12. For Psionics, we say, they learn a new ability.