Power Category: Psionics

 As I've mentioned about other power categories, like Physical Training,
 Psionics just did not appeal to me. Again I fond myself wondering why. There
 are a large variety of powers to draw from, but in the end I think I felt that
 most of my psi characters (few though they were) were all basically the same.

 Many of the concepts introduced in Rifts, like Minor psi's and psi's with
 specifically tuned powers (Bursters) really added to the appeal of these
 characters for me.  Also, I have always liked the non-ISP powered handling of
 psi with mutant animals.

 One major gripe I had with psionics in HU is the division of Major (latent) and
 Master(natural) psionics. Master psionics are more powerful in every way. There
 is no game reason to choose the lesser power level. If latent psi's had more
 ISP but more limited power choices or some redeemable distinction it would make
 sense to me to choose this character type, but there is no distinction other
 than being a less powerful character. Even in Rifts a Major Psi can choose to
 be a character class other than a psionic, and thus makes for an interesting
 character. Using the points system I have tried to have this make more sense.

 I've tried to incorporate all the above ideas into the redesigned psi category.

 Step One - The Basics:
 Roll the eight(8) attributes as normal. This is standard HU fare.

 Step Two - HP & SDC
 Begin with 30 SDC and HP equal to PE + 1d6.

 Step Three - Powers and Abilities:
 In general a character begins with 10 power points with which to buy super
 abilities. However, these may be adjusted as detailed below.
 At the GMs discretion, the super hero may trade points for abilities from
 another category. This can be "Points for Money" where one point can be traded
 for starting money of $1.5 million. This is generally done for access to high
 tech gear, cybernetics or robotics. Also popular is "Bankroll" to begin with
 some exceptional starting funds. Magic/Special weapons should be fully open to
 these characters as another power, and combination with the External Power
 Category is detailed in that section. Additionally one might choose to add some
 super abilities to a Psi or some psi to another power category.

 Adjusting Power Points:
 A Psionic character can adjust the number of power points available through
 limitations. These limitations are the same as listed for self powered heroes.

 Limitations:
 Limitations come in many shapes and sizes. These can affect the physical or
 mental condition or raw power of a character. These are limitations of various
 severity on the use of powers, and effectiveness as a character. Other things,
 like the optional Insanity rules may also be applied. GMs may, and probably
 should, impose a limit to how many points are available to one character this
 way.

 Physical Disability:
 Blind -
 Deaf -
 Mute -
 Missing/useless arm -
 Missing/useless arms -
 Missing/useless leg -
 Missing/useless legs -

 Mental:
 Power trigger -


 Power Limits:
 Transformation -
 Power link -
 Always on -
 Time limit -
 Usage limit -

 Mutant Trait:
 Subtle -
 Minor -
 Notable -
 Major -

 Selecting powers:
 The powers of a Master Psionic are available as outlined in HU2 at the cost of
 10 points. Unless some limitations are taken this should account for all of a
 starting hero's points.

 The powers of a Major Psionic are available as outlined in HU2 at the cost of 6
 points. This usually allows for 4 points to be spent on other powers and/or
 abilities.

 The powers of a Minor Psionic are available (as outlined in Rifts) at the cost
 of 2 points. This allows for a selection of 2 Psionic abilities from any
 category other than Super Psionics, and ISP equal to ME +1D6 per level. At the
 GM's discretion, a player may choose one Super Psionic power instead of the 2
 other powers.

 One selection from any category other than Super Psionics is available for 2
 power points. In this case the power does NOT REQUIRE ISP! These powers operate
 just like the psi powers of a mutant animal. Any power that uses additional ISP
 to "boost" its effectiveness, like Telekenesis can only be used at the maximum
 listed point value, which in the case of TK would be 20lbs. Also add the listed 
 Additional ISP value as the per level bonus.  Just like animal 
 psionics, only one "psi" power may be used at a time in this way. The character
 has no ISP, and does NOT save vs psi as a psionic character. Note that many
 powers listed this way have equivalent super powers that may be more
 appropriate to many heroes.
 
 One selection from the category of Super Psionics is available for 4
 power points. In this case the power does NOT REQUIRE ISP! These powers operate
 just like the psi powers of a mutant animal. Any power that uses additional ISP
 to "boost" its effectiveness, like Super Telekenesis can only be used at the
 maximum listed point value, which in the case of STK would be 100lbs. Also add
 the listed Additional ISP value as the per level bonus.  Just like
 animal psionics, only one "psi" power may be used at a time in this way. While
 the character has no ISP, they do save vs psi as a psionic character. Note that
 many powers listed this way have equivalent super powers that may be more
 appropriate to many heroes.

 Note#1: If there is any question about how effective a power is without using
 ISP ask your GM.
 Note#2: Hypnotic Suggestion should NOT be listed as a Super Psionic power, it
 is only 5 BIOE in a mutant animal campaign.  

 Step Four - Education and Skills:
 The Psionic hero can begin from any educational background.

 Step Five - Equipment and Money
 These are the same as any basic character, but may be augmented above.