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Problem with psi as mental action

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AD7 AD7's picture
Problem with psi as mental action
Hi, I have never before created an EP campaign and there is a doubt in my mind: Is the use of psi sleights considered a mental action? The problem is there are quite a few ways to improve mental actions (implants and even a pair of sleights). So, can a player with multitasking abilities use 2 psi sleights in a row? I find it dangerous to allow it, but then you have the strain, which limits the amount of psi you can use. I am particularly afraid of the combined use of implants + multitasking sleight + time sense sleight. Any thoughts on that? Any page in the book with concrete rules for this? Q number 2: Can a player with psycologist skills treat its own derrangements? Thank you in advance!
Playing an uplift or a solar whale is like playing a bard gnome in DND. They are in the book only for you to wonder "who the hell would play this sh#@t ??"
Re-Laborat Re-Laborat's picture
Re: Problem with psi as mental action
I'm not going to to touch question #1 with a ten foot outhouse ladle. As to question #2, it's worse than you think if your goal is 'people shouldn't be allowed to treat their own stress and derangements'. Why? Check the stats on every Muse.
CodeBreaker CodeBreaker's picture
Re: Problem with psi as mental action
"Active sleights count as mental actions for charac-ters who have augmentations that grant extra mental actions. Due to the concentration required, however, active psi-gamma sleights cannot be used in the same Action Phase with other mental actions that require a Complex Action." So no matter what, you can only use one Psi sleight a phase. That means the most Psi sleights a character could possibly ever take is 4, and you have to be playing a min-maxed character to do that.
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