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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.

------------------------

Rationale:
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@******.mankato.msus.edu
\ /__ -=-=-=-=- <=> -=-=-=-=-
\/ / Finger for Geek Code Info <=> I do not necessarily speak for the
\/ Finger for PGP Public Key <=> City of Mankato or anyone else, dammit
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Further Reading

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