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Mindwalking: A Guide to Psionics (Alternity Sci-Fi Roleplaying)
 
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Mindwalking: A Guide to Psionics (Alternity Sci-Fi Roleplaying) [Paperback]

J.D. Wiker (Author), Duane Maxwell (Author), Jennifer Clarke Wilkes (Author)
2.0 out of 5 stars  See all reviews (2 customer reviews)


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Book Description

November 1, 1999
An intruder renders security cameras inoperable with a single thought. A government official wakes up in a theater with no recollection of how she got there. A lonely child plays hide-and-seek with the man he will one day become.

Mindwalking is more than it used to be. Now it offers a whole new range of possibilities: Mystics delve deeper into tomorrow, masters of time and space greet their future selves, and biowarriors create the finest blades with only their minds.

Inside this 96-page book you'll find:
--Revised rules for creating Mindwalkers and talents.
--New psionic skills, perks, and flaws.
--Three complete systems for mind-to-mind combat.
--Detailed guidelines for creating psionics-based ALTERNITY campaigns, or exploring psionics in your existing campaign.
--More than twenty-five new careers for Mindwalkers and talents.
--New psionic equipment, artifacts, and phenomena.
--Psionic opponents and creatures to challenge players.
--Guidelines for adapting and expanding these rules to fit any science fiction genre.



Product Details

  • Paperback: 96 pages
  • Publisher: Wizards of the Coast; TSR11384 edition (November 1, 1999)
  • Language: English
  • ISBN-10: 0786913843
  • ISBN-13: 978-0786913848
  • Product Dimensions: 10.5 x 8.3 x 0.3 inches
  • Shipping Weight: 8.8 ounces
  • Average Customer Review: 2.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #1,823,243 in Books (See Top 100 in Books)

More About the Author

Originally from Indianapolis, Indiana, JD Wiker is a writer and game designer with over forty roleplaying game titles to his credit. After working as a designer for Seattle-based Wizards of the Coast, JD moved to the San Diego area and worked as an Intellectual Properties content manager and game designer for Upper Deck Entertainment. He relocated to the Washington D.C. area in 2008 to work on Mythic Entertainment's Warhammer Online MMORPG, then returned to Seattle in 2010 to work as lead writer for Runic Games, the design studio responsible for Torchlight.

After leaving Wizards of the Coast, JD helped found the d20 System design studio The Game Mechanics (www.thegamemechanics.com), while also freelancing for Wizards of the Coast and Paizo Publishing.

He currently lives in Seattle, Washington with his wife, Keri.

 

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4 of 5 people found the following review helpful:
2.0 out of 5 stars Ho hum., October 24, 2000
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Graham Wills (Naperville, IL USA) - See all my reviews
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This review is from: Mindwalking: A Guide to Psionics (Alternity Sci-Fi Roleplaying) (Paperback)
I like Alternity; a very nice rules system with a pleasant, if not terribly inspired space opera setting and an X-files style modern setting. This book is a psionics add-on to the base system that provides some interesting genre notes and a minor additions to the rules, but, to be honest, the core rules cover it in plenty of detail for most purposes (I disagree with Thomas Denmark over this, obviously). If you want to go into a lot of psionics related detail in a game, maybe think about this book. Otherwise, pass.
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3 of 10 people found the following review helpful:
2.0 out of 5 stars Information that should have been in the core rules books, June 7, 2000
This review is from: Mindwalking: A Guide to Psionics (Alternity Sci-Fi Roleplaying) (Paperback)
I almost wanted to give this product 3 stars, because the production value is very good, but the content is too lacking in material. Psionics are such a basic staple of science fiction, and this book treats it in an adequate, if uninspired manner. Apparantly the purpose of this book was to provide generic information to be used in any kind of campaign, but it comes across so generic that it has no flavor. Alternity is a noble attempt, but drops short of its goal of creating the definitive sci-fi game. The fact that the information in "Mindwalking" is in a separate supplement is proof that Alternity is lacking. Note to Wizard of the Coast: next time you do a sci-fi game, put a full treatment of psionics in the core rules books.
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