Tegyrius:
Finally, some of you may have additional new skills on your sheets due to [REDACTED]...
Some further items on the subject of psi as I re-think this...
Psychic capabilities of certain alien species, and subsequently in select human personnel, have been part of X-COM canon since the original PC game. Grey Cell's encounter with this during the Australia mission was largely free-form - I didn't really have any mechanics behind it. Through random rolls, Hannah and Cooper were the two PCs who suffered the strongest effect. I did a quick skim of the IC thread and didn't catch any textev of anyone else having a lot of direct psi interaction, though I think Seb and Michael might have caught glimpses of it out the corners of their minds.
Going forward, I'd like to have some sort of consensus as to how y'all want to proceed. My current thinking is to loosely model the basics on the implementations in Dark Conspiracy (another GDW RPG which shares an engine with Twilight: 2000 and has PC-accessible psychic powers). Under this, there is a
chance of each PC having points in a seventh attribute, Psi, which governs your voodoo. All psionic skills would fall under Psi.
For each player, please indicate your preference for your character's future psychic potential:
1. Opt out - no Psi for you.
2. Opt in - your character starts with a Psi attribute of 1d4.
3. Leave it to the dice - your character starts with a Psi attribute of 1d10-5 (minimum 0).
Starting Psi values may increase during play as a result of Science! or other story events.