This PDF details my work-in-progress house rules for Improved Mindwalking in Star*Drive (though they can be used in any setting). The idea here is to present ways to create more powerful psionic effects than those allowed by Mindwalking, though to be honest, these rules simply codify what Mindwalking presents. There are also some rules for mixing F/X and psionics to create nasty effects.view/download 202.8 Kb pdf
uncle_jimbo, rating: 86 January 11, 2009
These mostly numeric increases could create some devastating villains. I wonder how feasible they are for players.
I don't own "Mindwalking" which is perhaps why the acquisition and cost of power-ups are not quite clear to me.
It's a good idea to give Mindwalkers a cost reduction on some non-psionic skills.
apoc527, rating: - January 14, 2009
The power-ups are covered in the very, very last piece of Mindwalking. They are, perhaps ridiculous. Even the example the book provides allows a psionic master to destroy an entire army by targeting a few hundred thousand enemies with his electrokinesis. It's definitely not for everyone, but I felt that some psionics should have the potential to be more awesome than others in the Star*Drive setting specifically. I'd never use these rules in a Dark*Matter game, by comparison.
© Alternity.Net & AlternityRPG.Net 1999 to 2018. All Rights Reserved. Alternity™ owned by WotC.