|From:||"S. Keith Graham" <vapspcx@***.GATECH.EDU>|
|Subject:||Shielding, PSI LAN, and PSI combat|
|Date:||Thu, 28 Jul 1994 01:03:20 -0400|
justification to see if it draws any fire:
While FL seems to think this is from some other gaming system,
the concept is straight from Spell Defense/Shielding from the
*gasp* Magic Rules of SRII. I'm pretty sure, however, that
it shouldn't be able to defend a whole party, but I'm open
to suggestions for a conception/mechanism that would allow that.
Basically, PSIs are more resistant to mind effecting attacks.
(And there's ample examples of "PSI Sheilds" in the fiction.)
The ability for a number of PSIs to "chat" psionically.
If we don't have a "PSI LAN" power (possibly as an initiate
ability), then maybe most full PSIs will just buy a little
tiny bit of Telepathy to be able to do this. (And it should
be "backgroundable", or of such trivial effort that it
won't cause drain, and works over some moderate, non-line
of sight ranges.)
However, since PSIs can theoretically link up as initiates
(to do combined/ritual style effects), and it is *so*
very common in the fiction, and since there probably won't
be many PSIs in a party, I don't see a game balance problem
with letting PSIs chat between themselves. (And there's
ample justification available for it.)
Possibly a function of Initiation and/or Full PSIdom. (The
only Adepts that get this power are Telepathy adepts?) Give
the Full PSIs some additional edge over the Adepts.
PSI "Mental Combat":
Once again, given that PSIs can merge powers, it seems likely
that there is some "pathway between minds" available. If that
is happening, then using the same mechanism, you can "attack"
someone and disrupt their power (and therefore their mind/brain/body.)
If you've not got any PSI powers, you're immune. (Just like
you're immune to Astral Combat if you're mundane.)
Again, this may be limited to full PSIs, which might be the edge
that I'm looking for under Robert's system that a full PSI might
have over a TK adept.
It just seems rather strange to me that, given the "wrong" choice
of abilities, 2 PSIs locking in mortal combat might be best off
trying to strangle one another. And the decker/mage locked into
mortal solo combat with their counterpart while the rest of
the party desperately needs their skills "in the real world" makes
for good role-play. Might as well let the PSIs in on the fun. :-)