Balancing Psionics in a Supers Campaign There are three ways in which a super can buy psionic powers. The super should choose a purchasing scheme (or schemes--they are mutually compatible) based on how psi will fit into his list of powers. Single-Skill: Any psi skill can be bought at single-skill cost, ignoring prerequisites. This is explained on p. P89, but modified here. Skills with a *n/a listed have a single-skill cost equal to half the normal cost for a level of that power group, rounded up. I.e, *n/a skills in a 5 point power group cost 3 points/level, and *n/a skills in a 3 point power group cost 2 points/level. An exception to this is when the skill is *n/a because it represents the primary skill of the power, such as Astral Projection and Healing; these skills have a single-skill cost equal to the cost for a level of the power group. The telepathic skills Illusion, Mindswitch, Mindwipe, Sleep, Suggest, and Telecontrol require the psi to first penetrate the opponent's mind with Telereceive. If the super has single-skill Telereceive, he can roll against that skill as long as the opponent is within his Telereceive range. If he does not have Telereceive, the super has a effective Telereceive skill of his Illusion (etc.) skill-4. He can only use this skill to facilitate the use of his primary power; no mind-reading is possible. He must first roll against this default Telereceive to get into the opponent's mind, then he can roll against his actual psi skill. This purchasing scheme is appropriate for the super who wants a single psi skill or two at reasonable high levels, to complement his non-psi powers. This is the most Supers-like way of buying psi. Doubling Level Cost: Psionics are bought normally, by the power group, but the cost for each level of power doubles after Power 5, triples after Power 10, etc.; so ESP Power 4 would cost 12 points, but ESP Power 12 would cost 63 points (3 per level for Power 1-5, plus 6 per level for Power 6-10, plus 9 per level for Power 11-12). Skills are bought normally. This purchasing scheme is appropriate for a low-to-medium-powered psi with a well-rounded variety of psionic powers and skills, or for a super with one medium-to-high-level power group. Unusual Background (UB): For an additional UB costing one-half of the UB for being a super, the super can have unlimited access to all the psi he wants, ignoring the above purchasing schemes. For access to only one power group, the cost is again halved. If the super wants psionics, but no super abilities, there is no additional UB, but he must pay the same UB as everyone else to be a super. For access to only one power group, halve that UB. Example: It is a 600-point campaign with a 100-point Unusual Background to be a super. Glorybolt wants some super abilities along with full access to psi; he pays 150 points in UB. Blinkboy wants super abilities and full access to Teleportation; he buys 125 points of UB. Mindmulcher wants full access to psi, but no super abilities at all; she buys 100 points of UB. Shock Treatment wants super abilities but no psi; she pays 100 points in UB. Finally, Eye Spy wants full access to ESP, but no other psi or super abilities; he pays 50 points in UB. If the campaign does not require an Unusual Background to be a super, use the following: UB for full psi access, with or without super abilities, is equal to 10% of the starting point value. Halve that if it only applies to one power group. This purchasing scheme is obviously the most appropriate for a full- powered psi.