Following the acquisition of TSR by Wizards of the Coast , the game was discontinued in as part of a broader rationalisation of TSR's business holdings, but it retains a small and devoted fanbase. Characters were created with a point-based system, and could be either humans, mutants, one of several alien species presented in the core books, or original aliens created by the GM. Classes were replaced by professions, which dictated what skills and abilities were cheaper for any given hero to get, though a few skills in particular, psionics were restricted to specific professions. Skills are classified into broad and speciality skills. Earning a specialty skill requires an associated broad skill, which requires a character to have sufficient associated ability points. Special skill is further classified into ranks, which affects the skill's scores.

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These tools include the mechanics for running psionics, how to run them and what trouble spots to avoid. The introduction establishes a basic definition of psi powers and effects as well as an overview of how psionics will affect characters, non-player characters and creatures, and campaigns as a whole.

The next section focuses on the mechanics of Alternity psionics. New powers, skills, perks, and flaws are described. Alternity provides two methods for having psionic characters.

The first is the Talent, other character professions who happen to have a psionic skill or skills. Talents are provided both as a character development option for players as well as a way of controlling the level of psionics in the game for the game master. The primary psionic character is the Mindwalker. The Mindwalker creation rules, already present in the core Alternity system, are revised,.

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Index of /~akclark/Alternity/


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Alternity - Core - Mind Walking - A Guide to Psionics



Mindwalker Psionic Skills


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