From: | "S. Keith Graham" <vapspcx@***.GATECH.EDU> |
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Subject: | PSI initial abilities |
Date: | Mon, 14 Nov 1994 18:08:33 -0500 |
she featured the mental powers fairly heavily.
Some of the themes in common with most of the rest of the literature,
that I'd like to see in our system:
#1: People have individual strengths and weaknesses. You may be good
at Farseeing, but not so good TK, and unable to PyroKinese. And
these are built into your wiring. You can hone those abilities,
get more skill using them, but there is some natural limit. Some
folks just can't jump high enough to slam dunk the ball. A full
PSI just has more wiring than an "Adept". A Wild probably has a
default skill, but is unable to train it.
#2: An untrained but active PSI is very vulnerable to other PSIs. (But
if you're still latent, you're safe.)
#4: It is not uncommon for Mages to be PSIs, but they are usually of a
lesser potential.
(We've already got the fact that they are similiar in some kinds of
thought, in that some PSIs trained as Mages. I assume allowing
someone to go Pick A / Pick B with 2 different columns is the
right way to go to allow #4.))
Comments, in particular to #1?
Keith Graham
vapspcx@***.gatech.edu