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.