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Month Index: September, 1996


From:     Eugene Shumu1insky <static@??.???.????.edu>
Date:     Fri, 13 Sep 1996 10:08:01 -0400 (EDT)
Subject:  Re: Playing Psionic Characters
In our last episode, Danny Weatherly said:
>I have been reading the cloakmaster's cycle and I have noticed that
>psionics play a second to other types of characters.  I want to design a
>game where the central character is more dependant on psionics.  Are there
>any ideas that I can use?  I had seen one idea for a psionic helm....

	You can shift the whole campaign to be psi based.  Then all you'd
have to do is say that helm work off of psionics, and use all the other
rules.  THis is the simple way.

	The hard way is to create a new family of helms, as was discussed
here earlier.  You could simply create them using rules similar for normal
helms (ie.  the level of the psi divided by some number is the SR), or
you could have it be based on PSPs, or number of sciences/devotions, etc.

	Personally, I like to keep psi and magic seperate because they are
fundamentally different.  Psi is based on internal energies, and is largly
self-taught.  Magic comes from external energies, and the knowledge
comes from books and teachers.  You should really ask yourself "why do I
really want psis piloting ships?"  If it's just to have a character do it,
then redifene the world, and say that psis can pilot ships just like mages
and priests.

	Hope that helps.

-Static

--
 Static,     |  --==<< http://k2.CWRU.edu/~static (Stories and Games) >>==--
  of the     |
   NIGHTMARE |    "Arioch!  Arioch!  Blood and souls for my lord Arioch!"
    Company  |


Previous Message: Re: Question : Food and Supplies.
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Month Index: September, 1996

SubjectFromDate (UTC)
Playing Psionic Characters    Danny Weatherly    13 Sep 1996 00:28:41
Re: Playing Psionic Characters    Eugene Shumu1insky    13 Sep 1996 14:08:01

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