ErinPalette
Mongoose
Looking over the October revision for Psi.
Telepathy
Telempathy has a longer range now; thank you. I see that there's a pattern arising: difficulty 6+ and Long rage for telempathy vs. difficulty 10+ and Distant (an increase of 2 steps for both) for send thoughts.
I am not sure how I feel about telepathy being diff 10, though. I think it's less likely to be abused by players than Read Surface Thoughts -- which I note is also Long range but is difficulty 8+.
My thoughts on the matter would be to standardize Read and Send at the same range and difficulty -- either Average and Very Long, or Difficult and Distant.
Clairvoyance
You fixed Clairsentience! Hooray!
Telekinesis
No changes here.
I'd like re-state my opinion that Flight should have a chart where you spend psi points for speed.
Awareness
I'm taking it as "confirmed" that enhanced STR and END boosts are no longer limited to the psion's Awareness skill level, nor limited by racial maximums, like they were in 1e.
Thanks for filling the SOC hole.
Teleportation
OK, I see the psi cost has been changed to 4, up from the errata of 2. I'm guessing you don't like Zhodani Commandos very much, do you?
Per p.45 of the Zhodani book, "A commando groupment will seldom make more than two teleport jumps per day and never more than three. Distances travelled rarely exceed very distant range (5 to 50 kilometres)"
Guards Battledress is 13kg and a PGMP-13 is 10kg. This means that it costs an additional 4 psi points, so now we're talking 8 points for a single Distant jump (5 km max). Anything longer than that is Very Distant, which means SIXTEEN POINTS to do what used to cost them 10 in 1e.
You may be saying "No big deal, Erin; they have psi drugs." However, an Average Guard (Zhodani book, p.131) has a Psi of 10, so they would need a dose of Special-strength Psi Drug to give them those 16 Psi points... which requires an End check to avoid damage and permanent psi loss. Compare this to 1e, where a Psi 9 Guard Recruit could get by with a single dose of Standard Psi Drug, and still have 1 psi point left over after teleportation.
However, if you reduced the TP cost back to 2, then it would only take 6 psi points for a 5 km combat 'port. This makes much more sense, and the more experienced Average Guard could teleport twice (there, and back) with just a single dose of Standard. To my mind, this makes the feared Zhodani Commandos actually worthy of their reputation.
Telepathy
Telempathy has a longer range now; thank you. I see that there's a pattern arising: difficulty 6+ and Long rage for telempathy vs. difficulty 10+ and Distant (an increase of 2 steps for both) for send thoughts.
I am not sure how I feel about telepathy being diff 10, though. I think it's less likely to be abused by players than Read Surface Thoughts -- which I note is also Long range but is difficulty 8+.
My thoughts on the matter would be to standardize Read and Send at the same range and difficulty -- either Average and Very Long, or Difficult and Distant.
Clairvoyance
You fixed Clairsentience! Hooray!
Telekinesis
No changes here.
I'd like re-state my opinion that Flight should have a chart where you spend psi points for speed.
Awareness
I'm taking it as "confirmed" that enhanced STR and END boosts are no longer limited to the psion's Awareness skill level, nor limited by racial maximums, like they were in 1e.
Thanks for filling the SOC hole.
Teleportation
OK, I see the psi cost has been changed to 4, up from the errata of 2. I'm guessing you don't like Zhodani Commandos very much, do you?
Per p.45 of the Zhodani book, "A commando groupment will seldom make more than two teleport jumps per day and never more than three. Distances travelled rarely exceed very distant range (5 to 50 kilometres)"
Guards Battledress is 13kg and a PGMP-13 is 10kg. This means that it costs an additional 4 psi points, so now we're talking 8 points for a single Distant jump (5 km max). Anything longer than that is Very Distant, which means SIXTEEN POINTS to do what used to cost them 10 in 1e.
You may be saying "No big deal, Erin; they have psi drugs." However, an Average Guard (Zhodani book, p.131) has a Psi of 10, so they would need a dose of Special-strength Psi Drug to give them those 16 Psi points... which requires an End check to avoid damage and permanent psi loss. Compare this to 1e, where a Psi 9 Guard Recruit could get by with a single dose of Standard Psi Drug, and still have 1 psi point left over after teleportation.
However, if you reduced the TP cost back to 2, then it would only take 6 psi points for a 5 km combat 'port. This makes much more sense, and the more experienced Average Guard could teleport twice (there, and back) with just a single dose of Standard. To my mind, this makes the feared Zhodani Commandos actually worthy of their reputation.