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d20 Fading Suns
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<blockquote data-quote="The Black Kestrel" data-source="post: 449092" data-attributes="member: 4903"><p>Jaults,</p><p></p><p>In many ways the magic (Theurgy)/ psionic (Psi) system is a hybrid of Star Wars style Force skills and normal spell casting. Your character gains acces to various Paths (Psi) or Cannons (Theurgy) as they advance in level. Paths and Cannons are a grouping of thematically related skills called Powers (Psi) or Rites (Theurgy). Most Paths/ Cannons have 3 Powers/ Rites. All Powers/ Rites are powered by Wyrd (magic points basically). </p><p></p><p>You gain skills in order of precedence i.e. you can't learn the 2nd degree Power/ Rite in your Path/ Cannon until you learn the 1st degree rite. Each Power/ Rite in a Path/ Cannon is developed as a seperate skill with DC's determining the exact effect of the Power/ Rite. Each Power/ Rite costs a number of Wyrd points equal to its degree to activate/ use, so a 3rd degree rite costs 3 Wyrd points to activate.</p><p></p><p>In addition your Psycic characters can enhance their Powers with Meta-Psi feats increasing the range, duration, and/ or number of individuals affected.</p><p></p><p>One thing to keep in mind when discussing technology and Fading Suns is that the setting is a medieval Space Fantasy, therefore don't expect cool and semi-realistic devices based on scientific principle.</p><p></p><p>With that being said the Equipment chapter covers melee and ranged weapons both modern and primitive (note that most of the modern weapons in FS D20 have damage comparable to that of melee weapons), special ammunition types, scopes, armor, special material types (like hephaestium or ceramasteel), energy shields, computers (definitely a weak section), cybernetics (very short) and alien/ Annunaki atifacts</p></blockquote><p></p>
[QUOTE="The Black Kestrel, post: 449092, member: 4903"] Jaults, In many ways the magic (Theurgy)/ psionic (Psi) system is a hybrid of Star Wars style Force skills and normal spell casting. Your character gains acces to various Paths (Psi) or Cannons (Theurgy) as they advance in level. Paths and Cannons are a grouping of thematically related skills called Powers (Psi) or Rites (Theurgy). Most Paths/ Cannons have 3 Powers/ Rites. All Powers/ Rites are powered by Wyrd (magic points basically). You gain skills in order of precedence i.e. you can't learn the 2nd degree Power/ Rite in your Path/ Cannon until you learn the 1st degree rite. Each Power/ Rite in a Path/ Cannon is developed as a seperate skill with DC's determining the exact effect of the Power/ Rite. Each Power/ Rite costs a number of Wyrd points equal to its degree to activate/ use, so a 3rd degree rite costs 3 Wyrd points to activate. In addition your Psycic characters can enhance their Powers with Meta-Psi feats increasing the range, duration, and/ or number of individuals affected. One thing to keep in mind when discussing technology and Fading Suns is that the setting is a medieval Space Fantasy, therefore don't expect cool and semi-realistic devices based on scientific principle. With that being said the Equipment chapter covers melee and ranged weapons both modern and primitive (note that most of the modern weapons in FS D20 have damage comparable to that of melee weapons), special ammunition types, scopes, armor, special material types (like hephaestium or ceramasteel), energy shields, computers (definitely a weak section), cybernetics (very short) and alien/ Annunaki atifacts [/QUOTE]
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