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Re: Psionics

Posted: Fri May 16, 2008 2:07 pm
by Library Ogre
Only the AtB book itself. Mutants Down Under has a couple new psychic powers, but nothing outstanding.

Re: Psionics

Posted: Mon May 19, 2008 4:25 pm
by Rali
There are rules in the Second Edition After the Bomb book (page 30) that covers adding ISP, PPE, and Chi to characters if you want to incorporate Psionics or Magic from Beyond the Supernatural, Palladium Fantasy, Heroes Unlimited, Mechanoids, or Ninjas and Super Spies into your game.

Re: Psionics

Posted: Mon Jul 07, 2008 8:44 am
by Library Ogre
After the Bomb was a Palladium creation; it doesn't need to be licensed. While it had references to the Turtles, that's not integral to the plot, so it got dropped for licensing purposes.

Re: Psionics

Posted: Mon Jul 07, 2008 3:13 pm
by Juankis
macksting wrote:What, even ISP for mutant animals?
Dang. That was previously an Orbit-specific possibility.


The I.S.P./P.P.E./Chi points rules are there in case you feel like using the psionic/magic system from another of Palladium's settings. Otherwise you can keep the regular non-I.S.P. rules foun the ATB book