I.S.P. for Mutant Animal Psychics in Mutants in Orbit?

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Rali
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Re: I.S.P. for Mutant Animal Psychics in Mutants in Orbit?

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Refer to Heroes Unlimited or Beyond the Supernatural.
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Rali
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Re: I.S.P. for Mutant Animal Psychics in Mutants in Orbit?

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You might find something in the main TMNT book. AtB 2nd Edition lists ISP for Mutant Animals as based on how much BIO-E they have invested in Animal Psionics. I will have to take a look at the Mutants in Orbit after work to see if there is something in there that would give us a clue.
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Rali
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Re: I.S.P. for Mutant Animal Psychics in Mutants in Orbit?

Unread post by Rali »

According to First Edition Beyond the Supernatural (pg 75), "The animals use of psychic abilities is automatic and natural. Consequently, they do not get an I.S.P. rating." This would explain why mutant animal psionics in TMNT and AtB have never used ISP or PPE. Unfortunately, this doesn't help us with the problem at hand.

If you check Revised Heroes Unlimited (pg 127) it says that a Mutant or Alien's base I.S.P. is their M.E x 2 + 1D8 (+10/subsequent experience level).

It should be up to the GM to decide which route to take. However, since there are a few Psychic powers that can be powered up by expending extra I.S.P., it might be preferable to go with the Heroes rule for Mutants and Aliens.
AtB Warehouse Blog (New Animals, Adventures, Bestiary, and More)

That's REAL LIFE. I'm talking PALLADIUM. Confuse the two at your own peril :)
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