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Library Ogre
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Unread post by Library Ogre »

I'd say "Psi-Genius" (which sounds better, IMO) would be a mutation that would available to all mutants for about 10 Bio-E.
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Rali
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Unread post by Rali »

I've been tinkering around with a similar idea for an "Oracle" background, but maybe you could call it a Psi-Adept. I was inspired after rereading about the gene-molded cats in "Mutants of the Yucatan" and by the cats in Alpha Shade (which were the inspiration for Tyler Gray).

My thoughts are that it would require a character with ME 16+, and that no more than 15-20 BIO-E be spent on human appearance (since most of the mutation has gone to increase their mental capacity) and the rest must be spent on animal psionics. Also give the background some bonus BIO-E for psionics only, and +1D4 ME.
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tundro
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Unread post by tundro »

would this be a psi-power that does multiple things, or something that allows a character to use more than one psi power at once? If I remember correctly, mutant animals are specifically restricted from using more that one power at a time (hence no cost for using the power).
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Unread post by Big Red »

There is precedent, though. At least one of the Terror Bears, in their second appearance, had developed the ability to use Bio-Manipulation: Pain in conjunction with his Mind Trap.
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Unread post by Rali »

Big Red wrote:There is precedent, though. At least one of the Terror Bears, in their second appearance, had developed the ability to use Bio-Manipulation: Pain in conjunction with his Mind Trap.

True, but you can break the rules with NPCs. That's what makes them great nemeses. Still, by using the Terror Bear example, maybe if you want to go that route, you should impose a BIO-E cost for each grouping of psionics you want to use in tandem. Say a 10 BIO-E cost to tie two powers together, and an additional 10 BIO-E per power added to that group. It may seem a bit excessive, but it will prevent a character from getting out of hand.

Of course you could always just use the Psionic class from Heroes Unlimited or one of the PCCs from Beyond the Supernatural if you want to really bring out Psionics in your game. There are rules on page 30 of the 2nd Edition book for determining PPE and ISP, so it's not like they didn't take into consideration that some players would want more psionics in their games.
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Unread post by Fubarius »

Hmm, what about an increased cost for a particular psionic ability to not have it count in the 'one ability at a time' restriction? Call it "Free Use" or something like that.

That way you can buy Free Use for the Psychic Walk, allowing you do use other abilities while floating around, but it prevents you from doing something game breaking like using mind trap and paralysis at the same time.

So to flesh out the deffinition...

Free Use
A character may purchase a psionic ability for triple the normal cost to allow them to use that ability at the same time as other psionic abilities.

I figure triple cost would keep it from getting out of hand. Sure you can buy Free Use for offensive abilities if you don't mind paying the extra 40 bio-e, but mostly it will be used for deffensive, comunication, and prosthetic psionics. I have a character or two where using Free Use on Telepathic Transmission would be very handy.
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