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Old 11-15-2012, 11:33 AM   #1
kdarc
 
Join Date: Dec 2009
Location: Aarhus, Denmark
Default Psionics and Alchemy: Any help appreciated!

So I'm starting up a new game with a new group, and having discussed what we would like to do, we've decided to try going with Psionics and Alchemy as the main "extraordinary shticks" of the setting. I'm somewhat new with both, and have a few questions.

1. I own Powers and Psionic Powers already - are the rest of the Psionics books worth a look?

2. Interaction between the two systems. While generally quite distinct in terms of focus and effect, I still have a few worries. It is mainly about point cost-y side of things. Alchemists can build up a respectable repetoire relatively cheaply, while Powers (inc. Psionic powers) are generally somewhat costly. Should I then use Alternative Abilities, as described in Powers? Because then it seems to me that Powers get REALLY cheap...

3. Just continuing from above. I've decided to use the Skills for Everyone for Psionics, due to setting lore reasons. However, if I use Alternative Abilities, do all abilities coming from a given "core" ability use one skill?

4. Are there rules anywhere for the price and time to create acids and gunpowder? One of my players is interested in playing an alchemist specializing in throwing stuff, and especially acid and small bombs. If no rules exist for their cost and creation time, any ideas? (Also, I'm considering raising their market prices so things won't go out of control)

5. Kind of continued from number 2. I'm fiddling with idea of making some Psionics-related elixirs for the setting, as it would link the two together in a meaningful way. Any ideas on what such elixirs might do without being too unbalanced?

Thanks in advance!
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