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Mailing List Logs for ShadowRN

Message no. 1
From: "Robert A. Hayden" <hayden@******.MANKATO.MSUS.EDU>
Subject: IDEA: Wild PSIs II
Date: Tue, 26 Jul 1994 20:46:06 +0100
I've been giving some thought at work today with regards to the Wild
Psi. While I still feel it is something that is needed due to realism
and fictional precedent, I would like to establish some better rules with
regards to what they can do at creation. I don't remember seeing any
suggestions like this previous, but that doesn't mean that somebody
didn't make it (so I'm not stealing anything :-)

The Wild Psi: (Rating C [D for meta])
Limited to one Dicipline
Unlimited number of abilities (special, see below)
Standard Psionic Pool and Psionic rating

A Wild Psi does not spend tech points for abilities. Instead, they get a
rating of 2 in the dicipline of their choice. Initially, they do not get
any abilities.

Wild Psis, initially, can perform no ability other than hacking a power
(at a maximum rating of 1). Karma can be spent to further train in the
dicipline or to get abilities. Wild Psis are limited to one dicipline
like Adepts.


Wild Psis are basically totally untrained, and often unaware of
their powers. But, by paying a 'C' rating, you get the POTENTIAL to use
psionics later (after spending karma, of course). Because there is some
limited, albiet unpredictable, power, the Wild PSI can hack psionic
powers (by allocating 2 dice per level, to no greater than 1/2 the
dicipline rating.)

____ Robert A. Hayden <=> hayden@******
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Further Reading

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